The ultimate antihero is here. Meet Vigilante Soldier. Inspired by the protagonists of Uncharted and Farcry comes my own version of the ultimate bad ass. I'm also selling this model for 50USD, and will include the ZTL file with all layers and subdivs intact containing the following, - Anatomically detailed muscular man…
My normal map renders entirely yellowish. The normals themself are fine but the color is weird. i know it's suppose to be that blueish color. max settings are on default. why does this happen?
Laurens Corijn has a nice guide on his site http://www.laurenscorijn.com/articles/ambient-occlusion-baking And we have more info here http://wiki.polycount.com/wiki/Ambient_occlusion_map
Hi there, Im interested in learning about high to low poly texture projection. I found this article but they don't really go into how its done. http://awshub.com/blog/blog/2011/11/01/hi-poly-vs-low-poly/ would anybody know of any good tutorials that goes into such a thing? many thanks!
Hey guy! I'm working on a 3d character model base on the concept by Si Woo Kim. I will use it as the centerpiece of my portfolio so I want it to look the best and most professional possible. It's supposed to be a low poly character. It's also my first serious try at low poly modeling so I'm unsure if it looks professional.…
I've been trying to solve this issue since last night and I can't seem to find a working solution. You can see from the screenshots I'm trying some different lighting solutions. I don't have mirrored normal maps, my UV shells are padded properly, I tried changing the indirect normal world property to 0 and that seemed to…
Hello, I'm am trying to make tropical rocks similar to the ones seen in Thailand. I've never handled something as large as this before, I've looked through a lot of polycount threads and the wiki on this subject. The reason I am also struggling is because of the particular surface type. It's very planar/smooth across shape…
For the sideways issue, Blender is Z up like max and when you import everything has that 90 degrees in the rotation. Try the checkbox in your model import settings to bake axis conversion. If that doesn't help, make sure your tree is aligned to Unity space in Blender before you export. I used to have to do this in Max…
Mercurial Dance are hiring a Freelance Motion Capture Technical Animator/ Post-Production Artist to support the development of VR game assets for EmbodyXR® Your Role As part of our asset creation process, we are creating a custom movement library for our new title EmbodyXR® which includes motioncapture / performance…