I think they all kinda have there pros and cons. 3point Shader Pros: - Quality Normals function (Edited this in ;) ) - You essentially have 2 environment map slots. Pretty nice for blending cubemaps. You can have a cubemap that is better at solid reflections in one and the other one be the one that has your more…
1. 2. 3. 4. I want to bake the normals from the mesh detail in picture 4 onto some low poly planes in picture 3. I wish I could take some of the UV islands that don't contain anything other than color and make them super tiny and place them over an area with only color, however those that fit that description contain more…
TL;DR: I want to model a quality environment for my portfolio. There is a specific job I have a sort of a goal (I know it's unlikely I ever will get it's something to aim at). Should I recreate an environment from their game? take high-quality concept art for an unfinished environment for that game and make a finished…
I share the same toughts as Ben Apuna, but i am also wondering at the end when brad shows that you can blend 2 smoothing groups together, i am wondering how that works with the normal map baking process and so on... So right now i am just waiting on someone from 3 point studios to tell us the truth(mainly EarthQuake) :)
Hi guys, I got to the vertex paint stage in my level and I am confused how to go about this issue. I am trying to create fake height difference between my top layer (wallpaper) and bottom layer (plaster). I am still learning unreal so figuring this out seems like black magic. This is what I got so far, (the mask for the…
He's got a lot of character to him, his arms need to sit lower as his shoulders are really hunched up- try putting the arms down so they are in a more natural position and you'll see what I mean :) Also check his posture so he has more of an S shape in his spine, he's looking a bit stiff at the moment- also look at how…
For me lowpoly is not the question about 'how low can you go?' I tend to think of it as 'optimized model without losing any quality'. For your screenshot above you have alot of thing left to optimized. A good method I use to optimized my mesh is to go for a flat and faced shaded, turn on/ off the wire overlay, if you see…
This is interesting... just last week I watched a 3dMotive tutorial that included a section on 3dsMax Render to Texture and thanks to the responses, it's just now 'clicked' with me. I love this site! :) I'm much more comfortable with PS than I am 3dsMax (2012) because I've only been using Max for 3 months (PS about a year)…
We've been told that the flaps are to be left alone they'll be dealt with during texturing. Our poly count is 2,000. I do intend to remove quite a few edges when I've modelled the cockpit because that areas alive with information. Infact I think it all needs adjusting and tidying up before I go removing edges. I really…
Can someaone explain how uv seams create visible seams on textures? How does it happen? And is there any reason not to use triplanar projection on textures? Are there any cons compared to uv projection?