the difference is the last one is taken within the game engine as required and that i deconstructed the weapon into most of its basic parts in an attempt to get more edge then was possible with the sculpted version, the sculpted version was also at 24 thousand polys and reducing it would not make it fit under 5000 without…
Oh, I completely agree with you. Real effective pieces were very well engineered, and very effective at accomplishing their purpose. I'm not saying putting something on your helmet wouldn't be a risk. I certainly wouldn't do it if I was going into a fight. But there are examples of decorative pieces done for either sets of…
Hi I have made a player model in Maya and have used a great plugin to export the md3's, .skin etc written by the guys at http://quakerally.com I can't get the model anywhere near the floor though. I have moved various md3's , and all the tags etc up and down but the model just seems to float in mid air. I even added a…
Sorry to bump this thread But This Set is actually getting into the game in the next batch of content. But there's one major Problem. That Axe skin is going to be for the Bearded axe. But it looks far too much like the poleaxe. Its already in beta and its really damn confusing. Everyone wants it to be a poleaxe skin…
Hi guys I'm new here and currently in the proccess of trying to teach myself 3D. I still have ALOT to learn lol But here is my first full set: http://steamcommunity.com/workshop/filedetails/?id=270551389 Give it some love if you like it and feel free to leave a comment. There's plenty of room for improvement I know but I'm…
Hi! I finally decided to prepare modular set and I have to say it was a blast. It has 43 base parts which share the same UV space which you can use to build as many variations as you want. Also 3 different sets of 4K textures for more variety and 5 already assigned meshes. All renders were done using real-time rendering…
Makes sense to me that the combined texture is displayed that way since the values in the alpha channel are 0 to close to 0. Could be that the unlit view mode is not compatible with the Shader Model. To check this theory, you could temporarily switch the shader model to default lit and check if the albedo shows in unlit…
ok guys.. after I used distance caculator tool the normal map goes correct now ------ Hi , I am going to created legs model and I get a result like this , seems that those 2 legs also bake for each other in marmoset dose any know how to bake normal in this situation? thank you !!!!!!!
@pior Also didn't have a drawing tablet at the time, actually still don't but currently looking at XPen's Artist 12 for what I want to do plus within budget of what is affordable. As for using AD to sketch with, well once I became comfortable dealing with each layer - masked curve grouping and various output settings this…