The "Select Overlapping Polygons" is a known issue, but the Marquee problem is not known. I told our IT guy, "They're going to say it's a graphics card issue." Behold! That's what was replied back from Autodesk. At this point I'd have to say, why did this not happen in 2016 with my system specs, but now it's a problem?…
Had some time for a super fast little first blockout just to get an idea down, i really wanted to see where ideas led to combining old roman bath houses and more modern venetian. Started to see the throne room as half a bath house/with the throne being located on a large fountain in the center under a dome.I need to…
I have to agree to a degree; I've built quite a few computers over the past few years using low-mid-end boards, and in retrospect they weren't fantastic. Mine has weird state bugs (needs tilting 30 degrees to boot sometimes, doesn't always hibernate/go to sleep, sound sometimes fails, wifi sometimes shuts off and the…
Xnormal and 3dsmax can bake almost identical normal maps. The issue here is probably a lack of understanding what is causing the error. Like Joao said pictures will help. Here are the images we could use to help you best 2D Normal Map from max 3D Model with no texture, just smoothing groups. 3D Model with ONLY the Normal…
I wouldn't be surprised if that's the case. I replicated Jed's test in Max: My one is on the left. As you can see, it worked perfectly! I used the same highpoly, but made a new lowpoly, using the same UV layout and one unified smoothing group. I then rebaked it in xnormal with all default settings, except for the y channel…
I really like your simple layout! the work is really good too. specially like that alien shotgun! you might like to add a link to your Resume somewhere though. The only crit have are for those tags. They look like they have some sort of lens flare or something in them.. also the fonts don't match. I also don't like the…
Edge padding is necessary, and its not a "bad artifact", you can also never have too much edge padding. Edge padding stretches the border colors of the map past the uv layout(so it won't show up on your model) so that when your texture mip maps down to a smaller resolution, it doesn't blend into the background. This…
You know what, after I posted that I kind of went 'Hmmph' and did it like a square and it worked. I really don't know what I was trying to do. I've been tired, though, so I don't think my brain has been functioning properly. I kept trying to fit pattens that were physically impossible to tile into that shape. Lost my damn…
Ghost, it'd be much better off to start by narrowing down the level design work on a much simpler layout. I clicked on the link, and see walls of text left right and center, I find it quite hard to to read what it is you're really trying to put up there. One suggestion though, the info/software skills and all that can just…
when you start getting into the materials Rim light is a technique for adding a soft white light to it, similar to the team fortress 2 look, this is also a common technique of many cartoony style games look at the sonic thread I showed you , you can see it being done in there as well. I will explain//show the technique…