what is different and what is your goal of this thread? (if there is one) Are you talking about color differences (like CRT and LCD and quality differences) or is it more about size and proportion? or something else?
Is this more satisfactory. I scaled things a bit bigger and filled it up the best I could. Sry if I sound newbie on this but I want to understand UV pixel density more.
Rooster: "Mr.X" is female. and yes, she is wearing kneepads. Rage: she is in fact, wearing an armoured exoskeleton, ill post a pic in a sec to show what kind. Mr.Smo: Sry Humpie
daz, luckly i have a pretty deep corner desk so my 19" crt is slid back in the far corner, and my cintig is foreward and to the left, and keyboard off to the right
sry for not explaining it thoroughly. what i mean is the bumps on the normal map in UE3 does not show up as much as it did in max. Also is there a required place to put the Map in order to play it.
*** SOLVED *** So thanks to my team member Ryan Manning he has figured this issue out! So for anyone else trying to fix this issue were is what you need to know: From CryDocs: "CRYENGINE will automatically try to replace physics proxies with parametric primitives by comparing the proxy geometry against the supported…
Another stylized chest joins my growing collection! I'm working on improving my stylized art skills, and I hope this one evokes a sense of curiosity and the desire to discover what treasures or powerful artifacts it might hide. https://www.artstation.com/artwork/a0bLy0
I'm working on recreating the Castle Caladan library from the 2021 Dune movie in UE5 as a portfolio piece, but I'm having some UV/texel density issues on one of the modular wall assets. Since I intend to use this in my portfolio, I really want to make sure that I'm using the proper technique here. Thanks in advance! --My…
Right now it's coming off as dry, cracked land and not sand. I agree with gannon by pulling back the small details, you want softer transition between the light and dark areas in the sand.
Lighting needs more contrast, there's too much ambient. The moon needs some sort of soft glow or glare around it. Your scene also looks rather dry, like there's no specular be used.