Sorry to hijack your thread but it seems your issue is resolved and I'm too using 3dsmax with a normal map problem. Can't make a threads yet it seems and I'm impatient. :p Pulling my hair out with this. OK, here it goes. I'm using 3dsmax 2013 to render out a Normal map but for some reason I keep getting these annoying…
concept: First had the blade mounted like an actual hammerhead, but then realized that the driver would get all the debris and guts from the sliced opponents in the face. so it became a horizontal setup. blocking things out in 3dimensional space...
Shot a couple of cool games - Pixel piracy - real fun games...as soon as they fix a couple of major problems in the current build - Rogue Legacy...cant ...stop... - Trine 1+2 - mainly to play with brother and GF - Castle Crushers a blast with 4 people on 4 360 Pads (yeah really hate online play) - Broforce - need i say…
Thank you two! Dungeonland was all about hand-painted textures and fun/colorful environment! I loved to work on it! HammerFist3D2D, all my textures were painted in Photoshop with a Wacom tablet! Sometimes I used Blender too, it's my favorite 3D package for painting directly on 3D models and I used it for organic models…
Well first, your cage doesn't encapsulate the HP completly. You can check "shaded" in the projection to get a better idea. I've resetXformed both objects, seems to fix artefacts too. You have to actually uncheck disable all sampler in the global supersampling option. Hammersley at 1 takes forever to render, you may lower…
Hey, So I did a very quick paint over I really like the lighting and the perspective. I would push the scale of the creature. I would also make the ship going the away on the side didn't seem right unless it was barrelling left quickly which you can show tilting the ship and the streamline. You have put a great perspective…
As requested from Artquest (but i hope it will be usefull to many other people) i decided to do a mini tutorial (better to call it "a bunch of tips") to explain my baking workflow. There isn't really anything more than the things that someone who bake low poly models should already know. Anyway, let's get started. Image A:…