Hi guys, this is my first topic here and I have some doubts about modeling. What the right way to join two diferentes pieces like the below example. Who has less tris and why? Here is another example that i can't understand, the left piece has 14 tris less than the right one. Just because the upper face is only one? That…
This is a super simple example in Maya and UE. The base mesh is modeled as is, UVs are exactly the same and laid out in the first channel for both cubes. The material in UE is setup to apply specific elements to only one of the vertex colors (very rudimentary example). Viewing and assigning vertex colors differs amongst…
Thanks for an example poopipe Can you make such brick wall with different brick objects ,different size and orientation, a window inserted for example, using different parts of texture atlas / doing UV shifts ? I.e something helpful to build procedural something from trim textures ? I always found it's kind of too complex…
Does anyone know how that thing works really? On what principles? I am looking for something like that for pretty a while and wonder does it really works in MAya and not one of useless features that never working right ( 3d max has lots of them for example) Could I use it to make windows on a building wall surface for…
Hm... With that you are in an easy case. There are many example images on the net for flowing water material setup with nodes. Probably you'll find a thing that is really close to what you want. Here is one basic example, I think you could start from here: https://udn.epicgames.com/Three/MaterialExamples.html#Wet If you…
Ace, of course you can use real time shaders in max with gamma correction. you just have to change a few things. for example normal maps you have to override back to 1.0 and I think glossiness the same. let me say again stickadtroj I got your example working fine, so it must be another issue.
Yer I agree, alot of the props are probably baked into the low polygon mesh. As an example you can see in the top untexture image you provided the toes are all separate. In the bottom textured images the toes are baked into the normal map instead of being done with polygons. I imagine other bits for example the chest piece…
I would try and not do the concept exactly as it is, well, as it us, but make it less blobby. For example you could try to give actual shapes and purpose to the shapes. I can't really think of a good way to explain this without modeling it myself. The best example I can think of is this: You can try and make it look…
nice! looking very promising! : ) Lots of really interesting shapes in here, but it feels a bit cluttered and uniform. I think you would benefit from cleaning up some areas visually, like the walls for example, and having a bit more variation in the lighting so its not so uniform. Centering the light around the middle…
Reflective textures are done inside the game-engine, Quake3 uses sprecial shaders for that for example. You can't do that in Wings3d (ok you can specify a reflective material for an external renderer, that that is not what you probably want) or Milkshape, and the stuff you can to in 3dsmax for example would not work in…