Man, how the hell did I fall for this thread again? I must have a thing for massive Harry dongs. Who the hell is Harry anyway? As for the boat, the initial texture isn't saying much (Geometry looks fine, albeit a bit linear) but the more stylized style you're going with in the second pic I think would work much better for…
Not bad, but his forearms look incredibly small, there aren't enough polys around the elbows or shoulders for good deformation, and the way you've constructed the shoulder doesn't in any way resemble real anatomy or muscle structure around that area. Get some reference and try to understand how the muscles there overlap…
I have a problem. Working on something that involves a cloth wrap going around a pole, and I can't think of an time efficient manner in which to wrap a piece of cloth around the pole, while maintaining a slightly random pattern so it looks like it was done by a person, continuity in the wrap so it looks like it's been done…
Hi, Im making some decoration for a texture, and I want it to be full substance designer(no Zbrush nor 3rd party software) and I have this shape I'm still buildint the heightmap I want to make it gradient-y (not flat) so the sides marked in red should be the start of the gradient (white), the blue-marked curved side the…
Hello all With Max's Bipeds, is there a way to copy TCP atributes from one keyframe to another, and from one object to another? Or even better, is there a way to make the 'copy pose', 'paste pose' and 'paste opposite' take the TCBs values into account? Another question : is there a way to totally disable keyframe smoothing…
hello... can anybody direct me to a decent tutorial about creating and applying normal maps to lowpoly models?.. for instance, i am building a dwarf character at the moment and i'm about ready to start building his armor set. i have worked in Zbrush before and i know how i would create organic normal maps, but how would…
Heyho, I have just finished and published my first android puzzle game - a typical match-3 game: A short (and quite primitve) youtube video is available here: [ame="https://www.youtube.com/watch?v=NW07XutsZfU&feature=g-all-pls&context=G20ebdf3FAAAAAAAAFAA"]Recombustor preview video - YouTube[/ame] And the android market…
So I started with this low poly scene at work, working with default settings for color management, imported meshes with vertex colors to Unity and it works fine with color space on Linear. But we figured we will have to use gamma work space, since more mobile phones support it, but the results are quite different with…
Makes sense to me that the combined texture is displayed that way since the values in the alpha channel are 0 to close to 0. Could be that the unlit view mode is not compatible with the Shader Model. To check this theory, you could temporarily switch the shader model to default lit and check if the albedo shows in unlit…
the specular map works as it should - it represents 0 - 0.08f in a linear 0-1 scale the default is 0.5 which covers most stuff, dropping that to around .37 gets you a half decent representation of scattery surfaces like skin. these are all non metallic with specular values of 0.0, 0.35, 0.5 and 1.0 respectively. 1.0 is…