Dayum, the result is nice and crispy! Never messed with that scanline setting before except when changing to Mitchel-Netravali for some sharper rtt's. Gonna have to redo all my renders now haha, thanks for the info :) Hi Patricia, your work is very nice, the models and textures are clean, there's nothing to fault. The site…
Definitely reuse/overlap pieces. You can re-use a ton with this model. How much reuse depends on how dirty/marked-up the texture will be. Dirt or rust patterns can make repeats much more obvious. Each pontoon could re-use the same texture space. Left and right sides of the car body could use the same texture. If there's a…
Whatever people might think about the way SONY might act, the console was built specifically to play PS3 games legally. George Hotz is an idiot to think he can argue otherwise and I hope SONY rip him a new one. They did not say "heres a unix box, please use it for whatever" They marketed and sold the PS3 with the "other…
his left side is full, but his right side is squished in to fit you image canvas. This isnt a problem with photoshop sinze you can Image > Canvas Size and extend the side out. While perspective may play a role, not to this extreme. Another tool that will help you if you're having trouble making one side match this other is…
any advice on my character design. side question: any advice on texturing assets? apologies if this is a bit vague I will get better a questioning as time goes on. I've been looking for work and I'm trying to get better at Socializing and Networking I don't have a big ego so any help will be greatly appreciated.
I'm very imperfect about stuff like this. Create one arch, copy it a bunch of times in a straight line, instance it (so you can work on unbent arches later) At this point you can do it two ways: A) Apply the bend modifier to one of the instances of arches (be mindful of your pivot). - You can then scale and edit the…
Hi all I woudl lik eto get some informations about openworld game engines and the size actually managed by them , the ones I know so far are the Bethesda engine and the Rage engine from Rockstar for RDR , according to the info I gound on the web here I made a small image comparison also putting the map heightmap of…
how do yo handle these chamfered edges in the uv's? do you cut one side based on how are you going to texture it? and which one? or do you cut both sides?
There's at least three separate types of baking artifacts present in each of the examples above: * Pixelation / jagged aliasing in the normal textures. * Bright highlights around UV seams and hard edges. * Dark shadows around the inner and outer edges of shapes. * Wavy edges around around the outsides of the cylinders.…