Historical Skinpacks My first
participation in the contest is historical , German Armored using known
patterns from Easter Front. After operation Blue in spring 42 German Tank crews saw that the grey factory paint
color affects with the environment in Eastern front. At start they used mud
with color to apply custom cammo…
We are seeking an ambitious and creative Senior Character Artist to work closely with our art team to create unique and diverse characters that will pull the player into our universe. Candidates should have a strong understanding of character modeling as it applies to game play and should be able to successfully execute…
I have used transfer attributes to transfer the low onto the high which is what is advised but i cant avoid getting awful baked details. I brought in a tile sheet texture i created in substance desinger imported into maya applied to a plane and then mapped my curtain uvs over it and then brought into unreal and it looks…
I hate cages too. And I have not noticed marmoset does it any different. But I am not sure, haven't used it much. I myself just have all vertex normals up in such case. it helps with lods too. And I keep same UV on hires model. Then I just have a material in Blender where input geometry node normals have been *0,5+0,5, for…
In April I was laid off 3 days into full time (I was on a 5 month contract prior to that). My first day 'off' it hadn't really sunk in that I had lost what seemed like a secure job. Then as the days went on I started to get pretty upset as I was just trying to force myself to update my folio and getting shit results. I…
It's easier for an artist to pick colors with a picker than with sliders. right now you see a thumbnail of the color when you click on the rgba and drag around. As for add, multiply, subtract, etc I see those as photoshop blend modes. Am I wrong with that assumption? When you work in layers in photoshop part of the beauty…
Hm its always difficult when the object should appear new, but to me this is only the very start of texture work. You applied base material layers, that is pretty much the easiest and smallest part of the texturing process, but those seem well picked although its too much of the same lightness and it comes down to a bit…
I personally do the same as Kurt suggested. For several modifiers I have buttons that I'll click to apply it and set up the settings how I like. I went over the steps in more detail here: http://www.polycount.com/2011/05/16/maxscript-for-newbies/#more-5510 But basically you turn on the maxscript listener, toggle show cage…
Object space normal maps are absolute - they give the explicit normal that the high poly surface is facing in.* The low poly model doesn't have to do anything other than record that in it's UVs. Tangent space normal maps are relative - they alter the normals of the low poly model to point up/down left/right of the current…
As to your original question, you can either attach all objects to a single mesh and apply unwrapuvw mod and use the rescale elements tool in the UV editor. Or you can leave them all as separate objects and apply a universal unwrap. Just select all objects and apply the unwrap modifier. Then use the same rescale elements…