Update: Just finished with my first material pass for some of the props. Of course there is a lot of things I have to change on the the textures but I'm glad I got a rough start. One of the major problems I have to tackle is matching the colors to the reference and having a natural looking ceiling and wall, but I think I…
Hello here, and thanks 4 all Wel, always with the girl; and this time I still have to retouch the face the head hair and to add some detail as the necklace and to work again about errors, I thus have to finalize the violin to attack the final pose. :D salut ici bon toujours avec la petite ; et cette fois j'ai encore…
It's not bad, but try to give the background an other colour than the gun. Otherwise details are very hard to see. I like the design, especially the handle. The area under the scope thing looks a bit weird though. Try to add some details here. It seems that on the trigger is some kind of smoothing error. Your edges are too…
just a update, I am still having this error, i have changed light map resolution tweaked light values nothing seems to have a effect, its odd because I'll be blown out in one location then drop the light value by .1 and be blown out in a another location that is out side of my lights sphere of influence.....any one know…
Here is my current Progress on my new scene I have worked on the floor main pillar piece and the horizontal running floor piece which runs between the pillars. I still have a lot of work to do please excuse all of the errors in the glass and the terrain they will all be fixed I am just concentrating on the interior…
Slow update for this scene because I was doing a lot of trial and error to get a better understanding of lightmaps, modular pieces, and everything relating to UDK. I had to redo almost all of the pieces because I didn't keep the grid in mind. I've also been experimenting with the material editor. The decal is based on the…
Decimated meshes as high-poly are interresting in case you have hardware limitations, since they will consume less memory during a bake. They will be also quicker to bake since they are less heavy. Most of the time they are fine, but depending of your baking software they can introduce artifacts. I have seen some edge…
There isn't really a simple, one-off "do this and it will be better" answer to your question. Working on getting better material definition is going to be a lot of trial and error (i.e., practice) while studying a lot of reference images and real-world material properties and trying to match that on your asset. Possibly…
My version of Mudbox is 2011 and sending to Max isn't an option. It does say under the file menu, "import UV..." I'd like to think that would be an option to do so. The more I think about it, the logical part of my brain tells me it would be possible. It sounds like a waste of time if I fucked something up like that, just…
Everywhere you have hard edges on your low-poly, you need splits in your UVs, and some space between those UVs. This gives the normal map enough pixels to represent the sudden change in direction. If you don't split, the normals are twisted suddenly as they cross that threshold, which causes shading errors. The Xnormal…