@Shrike- Fixing the barrel size right now, thanks! @IsparticusI- I'll be cleaning up the extra edges on the barrel and creating a much rounder cylinder for the scope, and then fixing the tight edges on the highpoly that are creating the pinching. thank you! @VeeJayZee- I have never even heard of MigNormal, so now I'm…
Hey bud, don't take rejection very hard. It's a super
difficult industry to break into. Just keep chipping away at your portfolio,
updating LinkedIn, attending networking events, and posting on here. Your stuff looks great! You obviously know what you’re
doing. You do need to keep improving through. Keep working at…
Thanks for the detailed response! It seems what I lack during my self study was a clear and defined goal. I'm all for studying from the basics again because there are tons of things I prolly skipped that's why I was jumping from different tutorials on how to do this and that. With that said, my very goal would create…
Hey all, my name is Jordan and I was tasked with creating some foliage for the game. This is my first time using alpha transparencies for plants, so I only had a rough idea of where to start. Luckily, Polycount had a great page on the topic that gave me some ideas on where to start. These are some maps I made for some…
Not in Ddo. But inside your 3d suite. That I know of, the causes of seams like this are, the smoothing groups on the low poly or the Unwrap. I would start with the smoothing groups and to test just make the top and sides one group.(Max) I am a max user. Or with Maya make a soft edge. Rebake. If there is a break in the UV…
This is turning out really awesome! The wall pieces with the wiring(underneath the windows) look amazing. Perfect amount of liberties taken with how the steel crosses over the trims, very interesting to look at. My only critique/suggestion is with the main walkway. I think trying to stick with the overall…
You can use XView for overlapping UV selection Views->XView->Overlapping UV's than pick Views->XView->Select Results Only problem is, that the object has to be a collapsed edit mesh/or poly object no stack or edit mesh/edit poly modifier Pretty stupid limitation, as it would be great if XView would simply place a "Mesh…
Scanned documents can be brought in as layers like that from Optical Character Recognition. Basically scanners try to separate text so it can be treated like text instead of an image (to be able to search text and things like that). This would also explain the whited out areas behind the text (I think the guy claims its…
Ok, great. It will be very easy to do this. You can create a base material graph with diffuse/spec/gloss/normal and then pipe that into the material filters to add weathering effects. You can then choose how different effects propagate to the different channels with simple controls on the material color blend node. I will…
Ahhh reason its looking poor is that your spec map isnt even a spec map... its a greyscale diffuse map. Your spec map should contain colour for a start. It will help sell the different materials a hell of a lot more. But also it wouldn't look totally different. Lets tkae your Gorefang model as an example... Look at the…