how do you bake them?could you show your setting for the texture baker? and do you use cage projection? I do this in max usually so if its done in max here are some thoughts: by the look of it I could suggest that you keep the smothing groups hard and then use a cage projection to bake from one each other. But then again…
Thanks, Hoverbike was made with no concept ( directly from head and modeling as I go ). Engine is based on 13B rotary engine. It's NA engine on ITB. Procharger is there to boost rear hover thrust modul. It's not conventional way. Gonna put engine in Unreal to fire up this baby..
OK, I think I've figured it out. For UDIM, each UV must have it's own UV tile even if it is a separate material. 0-1,1-2, 2-3, etc. Unlike putting each object or material in the same 0-1 UV tile for conventional texturing.
On the other hand and just to nitpick, only the SC2 screenshot above in undoctored :D All the rest is promo material or scenes rendered with game assets but with better lighting/res and less texture compression, or scened compositions (proof ? the Borderlands and Brink are both the exact same composition 101) :P
I know this is a 3DS shader, but when I use the 1.1 no shadow version of the shader it has weird glitches that randomly change (if you check/uncheck boxes, but not directly related to one box, doesn't change when you rotate, but does sometimes when you move points).
Ok it posted ! Guys i got that error message when i posted "{ "Code": 401, "Exception": "{\"request\":\"\\/1.1\\/statuses\\/update.json\",\"error\":\"Read-only application cannot POST.\"}", "Class": "Gdn_UserException" }" and then nothing , luckily i checked the board and saw my message got validated
I reckon if you spent more time figuring out bone structure for the cheekbones/higher for the 1st head, it'd be 101 levels of awesome rather than a paultry 100 The metallic segments of the alien head also seem really soft. Eitherway it's sexy work, welcome to the boards :]
about to start unwrapping and something occurred to me...unwrapping an environment for engine/UDK...I should treat every mesh as it's own individual asset right??? meaning I should unwrap the full 1,1 space and assign a 128 or 512 instead of trying to put it all on one 2k map right??? Choice A in the attached pic?
Taking a break from Pariah stuff... Modeled this after Shirow's concept art stuff for AppleSeed, the latest version. you can check the concept here: Applessed official site It is supposed to be really Huge like legs are taller than buildings... It sits at 1,1 millions triangles, done in 3dsmax6. chico