I just ready this and I might haved missed it if mentioned, but it would be nice Normal Map generation tools that are friendly for game art, ie you could flip normals whatever way you want and you could easily tell the baker the way you want things mirrored. Realtime shaders that support mirrored uvs. A more streamlined…
Refinement and study, taking breaks and coming back and realizing things might not've been that great, decide to redo them or not, move on most likely till you get it right or become homeless. 1st thoughts you are right there for this piece, just some more loving to them rock crevasses <the linked image is what I'd like to…
My name is David and I am a huge fan of shadowrun. I am looking for people that would be interested in building a small island version of downtown seattle set in the shadowrun universe. I have a basic map planned out for the roads and created a basic layout. I plan on using the latest unity engine. I just got a github…
Hey guys. Working on a new environment and I'm just testing out lighting atm. However, I've run into a weird lighting issue. As you can see in the following screenshots, light is bleeding through in very strange locations. I'm getting lighting leaking through the exterior walls, and it seems to be bouncing incorrectly. The…
I'm not an environment artist, but my suggestions: * Try using more than one tiled texture for the bricks. You can probably give more unique UV space to areas that need it and tile the parts in between if you plan it more carefully. If you need to add some cuts to the walls to divide up how the texture tiles then it may be…
I think the one thing that I am noticing here is that I have no idea what the sense of scale is for this model. If it is smaller include some landmark elements that the viewer can quickly relate to its size, and if it's larger than a human, throw in a character so that we can see how big it is supposed to be. I really like…
I guess this would kind of be like a journal. I wan to get better at sculpting anatomy so i decided im gonna just do a bunch of different attempts to get a grasp of it. I want to submit something almost daily, but well see how it goes.
I had a wee think on the way home from work tonight. It's not a hard script to write in theory. Is it all the materials in the scene, or all the materials in the material editor? I take it you are also using multi-sub objects? Unless I can see another way, it will only work with build in max shaders - my method wouldn't…
ok. so i think i have this figured out, thought I better post it and see if anyone knows if this is the right way of doing things. It's a bit off a faff about but it's certainly easier than doing it on photoshop. to get decals onto your Ddo PBR texture set: 1. [Photoshop layers] Import the decal into the albedo map. (make…
Good to see people getting a use out of this :) @Froyok: Thanks for bringing those errors up. I swear I thought i put in checks but probably removed them at some point. Will fix those up today. Regarding preserve mesh input connections, if something is grouped, the fbx exporter will export that group as one mesh. LOD's…