The problem with using an external viewer is that it doesn't replicate the lighting conditions you'll see in-game. If you export your texture to the exact scene it's going to be used in you'll get a much more accurate idea of what you're going to have to fix.
Alright, I've gotta know how you did this. It's about lunch time right now and I actually just tried to replicate this because it looked awesome. I ended up with some French toast and scrambled eggs. Teach me.
Back to the 1940s during World War 2. 1st American Volunteer Group, also known as the Flying Tigers, painted the now iconic shark mouth on the noses of their Curtiss P-40 Warhawks. Replicated same 3D Art of war flying machine for gameplay. visit us: www.kroftlestudios.com
Hi all! A colleague of mine built this awesome mech from motorcycle and household parts (still slightly WIP): At the moment I'm replicating it in Maya with the goals to texture it using Substance and after that render in Marmoset and/or UE4. Feel free to post your feedback/critiques/general ideas on this project.
Ok, ya I was kind of just taking your first topology and replicating it and not really optimizing it on my own. The info about triangles is great to know tho! I have one nooby question though, what are 'poles'? Thanks for all the responses :)
Unless it's a polarized photo taken with an on-site filter, I don't care for them since I can easily replicate as I wish via PP. So yeah, as Kwramm said, if it makes a picture pop out more, why not do it later?
ah I see what you mean now, no I dont think theres any easy way to replicate that behavior, may have to just use zbrush. The way it skews is probably something to do with a delay like lazynezumi but with a different function.
looks like it could come out well... you should definitely try to replicate that awesome pollen on the back side of it. Also... max autosaves every 5 minutes >.> can be found in your My Documents folder under MyDocuments/3dsmax/autoback
Thank you very much for the input. I'll start working on it and post the results. I'll try different options on the wood texture to try to get a better too. As for the lighting somehow I'm unable to replicate the results Epic shows in their "Realistic rendering" example:
Instancing tends to mean you use the same resource for several items. So I'm guessing in Maya, it's being able to replicate one object several times and have changes to the source model happen to all of the others (which is how it works in Unity).