Hello Everyone, this is the blockout that i have made. I have not yet touched the lighting part will do that once i start bringing in the final assets. I am going to use a mix of tilling textures + trims + vertex blending to complete the environment.
I'm a bit frustrated! :poly127: I'm not sure how to explain this so I'll just tell you guys what I want to do... Here's the mesh. Now I want to open an image with an alpha background (hope I'm saying this right) And assign it to the mesh. I hope it's not too complicated. In Milkshape 3D it's very simple: All you have to do…
No, not quite. Material 1 and 2 are not being blended together by the heightmap. The 2 different materials are assigned just per face and this is a simplified example of how some of the Madagascar assets were done. Material 1 consists of 2 main textures. Texture set A - Grass (controlled by blue vert paint to bring this…
hi, for example, how much of use is for some aspiring 3d artist who wants to break in the industry making 3d models based on somebodies 2d sketches? how much is a potential candidate employable in other words? also 3d hard surface vs 3d organic characters ? your opinion on that ?
This is my first post on the polycount boards though I have admired many of polycounts artists from a distance for some time and I'm hoping to share some of my work soon as well. I was wondering if anyone knows of a method in 3dsmax of using 3d lights to alternate the texture or material of an objects surface. For a while,…
I seem to have run into an issue where indirect lighting is not baking if I use World Space coordinates for my UV's. I want to do some prototyping in the FPS Template so I've setup a grid material, and would prefer to have the grid line up via world space UV's. Not getting any indirect lighting from lightmass both BSP's or…
Nice! This already gives you specific goals to work towards, and that's a fine selection in itself. I must follow at least half of these artists, hah. So, for the overpaint I picked something you painted from mind. Buckle up for the long ride! I wish there was a way to pause gifs here because the superposition is important…
So, I'm trying to create this dynamic tonemapping postprocess. I calculate the brightness of the screen and then use it to brighten/darken the image if necessary. The problem is, I can't come up with a way to make the transition smooth. I'd want the transition to be slow, not instant like it is now. Is there a way to limit…
I can't believe I forgot about polycount forums for so long. I am so frustrated with my CE3 texturing issue, remains unanswered on crydev and moddb, and i just happened to come by here and see some amazing CE3 mapping going on. I'm following this doc to a t. I tried copying 2 default materials and simply replacing them…
Until I found out that the color picker chooses a darker color off the model than what I want when I'm color sampling from texture painting directly on the model itself. Even with the lighting off, this problem is consisting. I can get the right color from the attached texture file, but anyone who has digital painted know…