I was baking mesh maps of my model in substance painter while I got this weird artifact along the UV seams in the AO map and normal map(refer image A). (p.s. the UV's are not overlapping and resolution's set to 4k)
Thanks! I checked the tutorial. It seems very useful for the Niagara/particle part of the portal, especially for the outer energy rays and the dynamic feeling. I think I’ll use it more as inspiration for an extra VFX layer around the portal, rather than rebuilding my whole effect from scratch. For now I’m going to first…
For Halo Wars, when a building was created it would flatten the terrain around it then an alpha decal was projected downward in the shape of the building (if needed.) This created a whole in the terrain. Any terrain visible in the hole was part of the building model.
Hi! Is it possible to Import 4-5 Static Meshes that i have in the Maya Viewport to the UDK? When i Combine them ALL to one big mesh, the Lightmap sux, because theres overlapping... When i export every Mesh individually, the Lightmaps are nice, but the Pivots in UDK are bad and to arrange the meshes in UDK sucks :( For…
I'm having problems with holes in my UV after decimating, I've tried 150k and 250k, but both give me visible holes in my UV. I can't see them in my model but I'm worried about it giving me issues during texturing. I've tried Modify Topology > close holes both before and after I decimated, it still didn't work.My model…
Man, I dunno. I shelved out my precious money to buy Zbrush 2018. And decided to do something with it. I watched a few tutorials and read some documents. The real roadblock is that I need to conceptualize first in 2D thoroughly. For this practice, I did not prepare any sketch and improvised the design straight out of my…
Also, if you're baking a normal map from those high-resolution sculpts, then it would make sense for you to sculpt the striations into those. Another reason to consider using tiled textures, instead of sculpting unique whole-rock normal maps. What's the current texture resolution you're using for each rock?
Am using Max 2008, just rendering a 400 frame scene to AVI @ 640*360 from a scene with sub 2k polys , and no advanced lighting, using just scanline renderer. I turned on the 'conserve memory' checkbox, but it doesn't seem to make any difference. Is it just a case of the summer heat causing the machine to overheat or…
I found several Max scripts that seperate all elements to objects but none of those keep the mesh normals. The only workflow that keeps the normals seems to be this: -Clone the whole object -Edit mesh, delete everything but one of the elements -Repeat This is for Destructible chunks that I need to import in UE4 seperated…
Great work on production and stylization. I really appreciate the craftmanship. My biggest issue with the render is the lighting. Specifically the value focal points is falling off the page. It's ok to have the breasts be the focal point but then you need to frame to that focal point. And it's impossible to give the image…