Uly - You're absolutely right, but alot of game models I have looked at also have that same specular, heh. Ok, the texture is looking pretty blah right now. I'm trying to get the chest damage right. It had better start coming together soon because I'm starting to lose interest..! I'll try to step it up a bit. And here is…
Well I kind of found a work around to this problem. I made a new action with some extra steps. Here is my solution. 1. Save a copy of my source psd file in this case c_core.psd and saved it as c_core copy.psd 2. Flatten image 3. save as my targa in my case c_core.tga 4. close 5. stopped recording and added a function key…
Hello Polycounters, This is a project I've been working on with my spare time during my lunch hours at work. It's a collective of that time over the space of probably 2-3 months, yes yes.. this is a very slow on going project haha... but I've also been using some of my spare time to build a PBR Futuristic Grenade which you…
Hello Polycounters, This is a project I've been working on with my spare time during my lunch hours at work. It's a collective of that time over the space of probably 2-3 months, yes yes.. this is a very slow on going project haha... but I've also been using some of my spare time to build a PBR Futuristic Grenade which you…
I have completed the low poly and finished baking. I slapped on some placeholder textures to try out a render in unreal and see the results in-engine: The low poly landed around 32k tris. Here are some images with wireframe and texel density showing: I haven't dealth with normal map skewing yet as I will not move on to…
Nice start. My only suggestion would be that the steps with the chips in them look a little tall compared to the figure. As if you would have to step up higher than a normal step to clime those. Maybe you could divide the steps in half in order to make more of them? And now that I look at it a bit more, the stairs might…
Hey so I see that this is possible in nDO2 by ticking a box, but how do I keep Photoshop from doing this, for example I have applied bevel/emboss to a brick pattern, but at the edges of my texture it creates a seam. Is there any way around this?
Hello Polycounters! So I was reading up on the Order 1886 talking about their topology and UVs in their game and then they said... ___________________________________________ "Note that our two main characters' male and female head topology and uvs are indentical. Shared topology is only useful if it matches anatomy as…
So I originally posted my troubles with the glass in my oil lamp remaining opaque. At the time I thought it might have been an issue with my maps or even just the settings I was using. After doing some more troubleshooting I discovered that the refraction map does work at a certain distance away from the mesh I was working…
Hi. I was hoping someone could help me figure this one out. In UE4, I've made a blueprint that sets a dynamic material instance for its mesh component. I want the construction script to run when the blueprint is dragged into the scene or when the blueprint is duplicated so that every instance has different randomization…