Not sure what problems you are talking about? The bake looks very good but the display of the normal map isn't so good because it's a render with standard lighting. Try using a viewport shader to show it off properly, Xoliul has a great one here :) For render pump up the normal map to around 1.6-1.8, leave the bump value…
Hey there, I personally wouldnt scale the object in the UDK by much cause this can lead to lightmap issues. The way I have everything set up (this depends on your application) in maya is i have my grid set to 512 for the length, 128 for gridlines every and 4 subdivisions. And I know using my measurements that the player…
@devingeesr: I like the detail so far. Looking forward to seeing the low poly. @PyrZern: Looking good, looking forward to the texturing. @fleric: The arms do look a bit small, maybe it's just the tightness of the sleeve above the elbow? Looking good otherwise. @thepapercut: I like the proportions so far. Everyone needs to…
@ haiddasalami Thanks for the reply ! So BSP should have around 2.0 (lower better) and meshes should have around 128-256 (higher better) ? I have changed that and it helped a bit. Tho my meshes have very pixelated shadows and visible shadow seams where the cable module ends. Here is a screenshot @ sprunghunt Thanks for…
You wont believe me... But I've used 1/15 shutter, aperture on 4 and ISO on 100. 35mm 1.8 lens. I focus between the nose and the eyes as depth. And using Nikon d5100 I don't have enough money at the moment for better lightning, but that is not concerning me. Next model will be another person and I'll shoot light outside…
That's not the UVs being flipped, that's the faces themselves being flipped. Make sure you've got "double sided" turned off, otherwise you'll never know if your mesh is inverted. A bake like that is a fairly sure bet that your target mesh (or source mesh!) is made of inverted polygons. In a tangent-space normal map, as…
Dynamesh is size dependent so no magic number here .rule of thumb keep it as low as it give you barely enough poly to model what you need I will work for the most part on something low like middle one and when I am happy with overall shape then crank one up for smaller details like the 3rd one If second is 128 , 3rd is 256…
New project. EDIT: To expand on my goals-- * SPEED! Complete the sculpt in 10 hours, tops. Will keep a running tab here. Texturing will take more time, so I'm giving myself a little more leeway there. * Use/learn Substance Painter. Also learn the workflow between it and Substance Designer. * Practice hard surface modeling.…
@MadGunslinger Thanks man :) @jacopoS The artifacts you see on the render are caused byt the ilumination on Marmoset ( you can see another render from the front two images before without artifacts ) About the triangles on the mesh, you're totally right, man. However, since this was done as an exercise and I have no max…
wee bump. Any brits that were thinking of importing a cheaper (but still too bloody much) 12"er from the states. The power brick is multi voltage (100-240) so all you would need to do is replace the american 3 pin power cable with a standard uk PC/kettle lead. Mine arrived today. Sailed through customs without a problem…