Last night I was doing some test renders for Normal Map and AO Map for an asset to be used in a UT3 map and Max's render to texture kept rendering them out with the images not going fully out to the border. When you open them up in Photoshop they'd have an even border around the image of transparency and no rendered image.…
I am trying to transfer a texture from one UV set to another the second one have multiple tiles. I can't seem to be able to do that maya doesn't seem to recognize that I have multiple uv tiles. I tried to transfer maps it transfers the maps correctly but ignores multiple tiles. I tried wrap image it gave me a faceted…
I have been working on a different scene that needed relighting and texturing to add more contrast, I have a job after Christmas and was told that I need to concentrate more on lighting here are two images before and after please feel free to make any comments. :) This is the old one arena.html[/IMG] This is the new one
im bad at paintovers [this is actually my first eva!], but i thought i'd try one out: ur edges are too white, and there is still too much damage. Lessen the whites, give subtle highlights. I'm no pro at handpainted diffuse-only models, but.... just my thoughts. Compare my img with ur image.
At first I thought there were only 4 models. After clicking on the images I found way more. Perhaps, you can alude to the fact that those images lead to pages with multiple different assets. Maybe some text under the images like "Weapon Models" or "Vehicle Models". I know at the top it says "Press Images to see more" but…
The lighting makes the scene looks flat and it isn't bright enough. You've got some clashing low res textures, such as the rock on the left in the second image. The leafy, green trees in the 3rd and 4th images would look better with some AO because they're currently looking too flat. The same goes for the huts. You should…
If the different UV sets you have all share the same name, it should just work. In the same way that if you applied a texture in a Max material and told it to use UV1, it would use the first UV channel of all the meshes you apply the material to. Also, I find it easier to just drag+drop the image from the Images tab…
If you're going to keep the vids, then make them do something still images can't do. Like, rotate the angle around. Also a breakdown video, slowly adding in assets to the scenes; showing how you constructed them. There's no need for a video of slowly zooming in to still images. Also, images take too long to load for me,…
Would highly suggest reading these: http://www.noahbradley.com/blog/2011/i-hate-your-portfolio/ http://www.thejonjones.com/2005/10/07/your-portfolio-repels-jobs/ Some specific problems: Can't save images Can't enlarge images Your contact info isn't on any of your images, your name isn't even on most of them Navigation…
hey i'm not sure i fully understand your question, but i'll say a few things and hopefully one of them will answer: first of all, i think you understand that textures show up in texture mode when referenced through the UV/Image editor. Sometimes it's finicky, but you have to be in edit mode, select all (after you've…