I believe i have separate the smoothing groups with uv hard edges? Not completely sure but i selected edges on the model that had large angles and "break" the egdes on the uv map.
Some more feedback, if you want :D while the colors are nice the main problem of your loading screen is that there is nothing interesting happening. they just sort of look at each other. i made some superquick paintovers that might help you : I moved WD more to the middle, so that he does not hug the edge of the image.…
Agree on the grass and would include a lot of the edges where buildings/objects meet the pavement or ground. Managing transitions helps a whole lot in selling an environment. Some grime decals or vertex painting in those areas will help tie everything together and add interest. Having some texture transitions around your…
Agreed with everything that was said so far. One reason for the grass being so high contrast seems to be that the tufts are mostly unlit. Maybe a translucent/transparent shader that can't receive shadows or needs some serious dialing in? Either way, it's a major problem that needs solving. There doesn't seem to be much of…
Hi guys, I'm new to these forums, and I'm also tackling the same issue. Could you explain what you mean by slots? You mean like bones/sockets for another mesh to be swapped? Just wondering how you would avoid using unique textures if you've got a mish-mash of equipment? Lets say I've got bracers and gloves from one armor…
Utterly minor thing - but one of the few things I've found a bit clanky in max is the poly creation. Has anyone ever written a script or plugin to match, say, the one in XSI? E.g. just drag from edge to edge rather than on a vertex by vertex basis?
- There is nothing "not correct" about the areas you outlined in red in the Cyberpunk weapons and the other professional model. - Regardless of a model coming from CAD or being manually crafted and/or retopo-ed (or anything inbetween), making game assets involves knowing how geometry shades and bakes, and requires…
I have started designing the skin for the gun, made an additional texture pass and tested some renders of how the final images can look like: Ronin artwork made by a friend of mine, I just projected it on to the side of the gun. I am basing the colors and rest of the design on this artwork. In the image above of the gun…
Hi guys, I have a problem when baking my AO in max. Let me shortly explain my workflow: I use keyframes to explode the HP model. For the Lowpoly (which is all fused together) i use Editable poly modifier for AO and Normal Positions. Now, the "HQ" model isn't the regular Sub-D model that is often used, but rather a beefed…
wait wait, confused. >_< What do you mean by 'when you harden an egde'. How do you harden an edge? Since UV mapping is done after the modelling process, you split the UV's that have hard edges. Am I missing something here?