@tmighty Yes, but it is a little subjective when looking at the RGB version of the normal map and can be hard to identify correctly if you don't spend a lot of time looking at normal maps. However, depending on the handedness you are using, each configuration will look as if it was lit with a light green colour from…
Oops, forgot to say that that oval shape you have there connecting 3 horizontal roof beams, is actually circular and is only attached to the 2nd beam :P Also your environment doesn't match the length of the concept(that explains why your horizontal ceiling beams are closer than they should be). The problem is, you are…
Yeah, check the fine detail tab in xnormal, it looks like you're applying a texture for some reason. Also the green channel is inverted. I wish people would stop saying "flip the channel" since that implies a mirroring action horizontally or vertically. The correct thing to do is to select the green channel and invert it…
stop using vertex color. You'll use that to color the scene, you shouldn't be doing that for the asset so much. Look at vig's paintover. notice how he has greens, reds, and oranges in the wood. It makes it much more vibrant. Look at the mushrooms - see how the green one has different greens and yellows and browns? you…
something from world war 2 that's not set in france, germany, or the pacific. like greece, norway, north africa, east africa or hell even the aleutians...
Added hairline and eyelashes. Had to readjust the whole hair mass quite a few times, because I kept putting the hairline too high. Then it occurred to me to just draw the line on the face with Grease Pencil so I could properly see where to put what. Current polycount: the hair is almost 40k out of 142. Before I make final…
ARE NOT RESIDENTS OF CUBA, IRAN, NORTH KOREA, IRAQ, SUDAN, SYRIA,
GREECE, ITALY, BRAZIL, OR QUEBEC WAT I'm both a Brazilian and a Quebecois resident. crap