Quoted for agreement the cintiq can help you but some don't like it. After a year with 24hds I still like to use my intuos. Cintiqs are cool for the immediate feedback the problem is: you have to use them flat (otherwise it's a risk for your wrist/elbow) and by laying them flat you have to be "over" them (otherwise you get…
Hey! If you are interesting in some critique read below: As Meloncov said, the bricks are a bit to large. You can see a seam in the wood floor. The textures in the kitchen are a bit to repetitive for all of the cabinets. Try to break them up or change the variation. The lighting in the kitchen is very dark which makes for…
For a bullet I would use the cylinder option in UVW Unwrap. I suspect the UV's are coming out skewed because you're unwrapping something that isn't flat using the flat/planar options. You might run into some stretching around the tip. Depending on how it was constructed you might need to break the tip off and relax it, or…
I dig it. Scale down the fabric material, maybe add a UVW map to it so it doesn't bend so much maybe? And I actually liked the flat roof. The slant looks too severe to me. Maybe it could be more severe? When designing a roof for a house, consider the local weather. If it snow, make your roof slanty. If it doesn't, make it…
Sure yeah, it's definitely possible. On "My center line where the UVs are mirrored is not flat. Maybe that’s my issue?" : Oh nope, I didn't mean to say that it *should* be flat ; I am only saying that one circumstance under which a half-model *could* be used without ill effect for baking is when it is indeed fully flat…
As for the uv's just do the texture transfer trick and fill in those empty spaces. Not a big deal to fix at all! My only crit is that the roof is looking very flat. Obviously its because you have a plane there and it is flat, but would I would do is give it some depth with a small extrusion, then find a few pieces of…
Two Things, First, Xnormal has a check box that can make rays not infinite. If you uncheck "closest hit if ray fails" then this problem will go away provided your ray distance is small enough. Second, I wouldn't bake this like you are anyways. I would do this on a flat card and then just apply the resulting texture the…
Ok, I think I see the issue. In the "baked" version, your AO is getting multiplied over top of everything. "baked" = (sunlight + flat ambient) * AO "shader" = sunlight + occluded ambient I don't know if we can just do the "shader" version in realtime (I'm not that smart), so what I'm suggesting is more of: instead of:…
Jackablade, digging around in Pior's WIP folder, I found these handy htmls. Cool to see the flats next to the finished results. http://pioroberson.com/modelpics/info_kid.htm http://pioroberson.com/modelpics/info_aquaboy.htm Pior, what's the deal with the eye-specular you have in the Kid's fourth texture flat? I guess…
Are you using UDK? It's hard to give you tips on water when I don't know what system your using? http://www.hourences.com/ue3-water-outdoors/ <-A good UDK water tutorial. Its a bit complex but you can simplify it to your needs. The shadowing on the grass is pretty harsh, grass is fairly translucent and lets a lot of light…