tryed to google solution, and i've found your post there lol: https://forums.autodesk.com/t5/maya-shading-lighting-and/xgen-painting-mask-issues/td-p/7984398
Hi Rubensaccnt! I am very interested in your project! I have tried to make an space RTS myself some time ago, but real life has another plans for me XD I am 3D Artist and Unity Game Developer, have experience on making low-poly graphics and PixelArt experience. You can see my Instagram for some of my works:…
Hi, Folks! I am working on a "OTs-14 Groza" hybrid and I'm currently polishing the carry handle but there is a persistent problem that is hampering me. This is an example, I've WIP up that is what effective highlights the issue that i am having.…
It's been a long time... Over the last month I fixed the high poly, baked the model dozens of times and created several texture versions. But thanks to the feedback from Maren Gerbach (https://www.artstation.com/mareng) I'm really close to having a new piece for my portfolio: Polycount: 14.141 (crossbow), 4.848 tri…
Third Quake 3 PPM this year, Goho. Loosely based on two HR Giger images. The Goho Doji he made for Teito Monogatari and the Harvester from the Dune project. 684 polys but 112 are double sided via shader so 796 is the true total. I was within the poly budget so I didn't have to strip any away. Could cut at least 100 without…
Day 2 was modelling and UVing and coming up with the name Ivory Tears. Forgot to do renders. Ended up being 739 polys but 59 will be double sided via shader so 798 is the real count. Textures are: Base texture: probably 256 Animated Flame: 32x64 *4 Halo: 64x64 Haze: 32x64 Drip (three different drip types): 32x64 Day 3 was…
Thank you !! @RulazM Yes I Followed some tutorials about trim sheet worflow and lighting. I wanted to make use of trim sheet in my project so I followed the videos from Polygon academy , Game Texture and a paid tutorial called "Advanced Tiling Techniques for Environmental Design" By Alex Senechal. But even with this…
That depends on what each piece looks like. You should try and layout your UVs so you can use trim sheets, since certain objects are going to be one type of material, and you also want to reduce the amount of textures used for your assets. You are actually dealing with a really complex issue due to texture limitations,…