This looks more like unwelded verts or wierd smoothing groups more than anything to do with the normals map. Try welding your uvs, making sure everything has the correct smoothing. The pictire with the flat normals looks like it has incorrect smoothing, i dont know anything about UE3, but in our engine if i were to get…
Hi fellas. I need help. I really need help. During three past years I worked as 3D character animator for mobile and social games. All my animation was done in 3ds Max with Character Studio or CAT. Recently I decided to expand my technical skill and turned to Maya. For the first I started to learn rigging and searching for…
I've tried to find a way to tell whether the UV shell is flipped or not but couldn't find any. There's an error in the Maya help file for the polyEvaluate command in the mel section. It states that for the -boundingBox2d flag, the mel command will return the UV coordinates for the bounding box as 4 float values in Mel and…
Hi everyone, I'm currently working on a puzzle game project in Unreal Engine 5, but I’ve hit a wall regarding the overall look of my environments. I have three main areas I'm working on: * The Lobby * Egg Puzzle Room * Water Puzzle Room * 4. Puzzle Technically the gameplay works, but visually the scenes feel "flat" and…
yea dude your model is gettin pretty good :D not sure if you wanted this but the way you have your floating sphere set up right now, its being cut off by the geometry of the handle, so your normal bake out will have those rounded edges but a flat bottom. Like so: Again not sure if thats what you were going for or not but…
dzibarik: thanks, I hope to match the scene's quality to the sword's :) . I've adjusted the lighting, although I can't really say it's finished... still needs to be better. I've also painted a table texture + adjusted some textures here and there. Here are some of the texture flats. I still need to create a candle which is…
Thx LRoy. Whole piece looks generic ;] Yeah could put more work in scales and other detail... didn't want to spend to much time on this piece though. almighty_gir - her nose and chin seems backed to much (side view would help). Her boobs are realistic... with realistic flaws ;p it seems you weren't aiming in super sexy…
I agree, you are relying too much on the relax of the turbosmooth to round the corners. It's your high poly model, don't worry about adding more geometry to better control things. Awesome high poly models aren't 16polys that happen to turbosmooth into the right shape, round that stuff out on your own. Also with something…
It would be great to work out a way to keep all the 3D data/information coming out of photoscan, without reducing it to a 2D flat image. I wonder if the same workflow used to "clone" the image in photoshop (to remove seems), could be used in ZBrush or Mudbox, to clone 3D sculpted detail, and remove seems... A mixture of…
Yeah I don't think anyone wants to see your grades. Also, I don't know how the grading system works but aren't those bad grades? It doesn't really matter since you shouldn't include them anyway. Also there is a sort of pale flateness to both your textured pieces. I think its right on the border between something people can…