One more thing to keep in mind is that it can be best to stick to a standard texture size. Most people understand this as a rule but don't understand the logic behind it. The way I understand it is that its easier to load and unload blocks of textures if they're the same size. Unless your using id tech5 which compiles all…
Thanks for all your advice :) I'm gonna change the mouth on the low poly this afternoon. I do the Lowpoly mesh yesterday : And here is the first result un udk ( Ao +NM ) 2048*2048 for the moment :) ( gonna reduce after to 1024*1024)
Hey, Here are a couple of the other props i threw in to the modular scene. Dumpster - 1024 maps Norm, Diff, Spec, 406 poly And a garbage can 1024 Maps Norm,Diff,Spec 212 poly Again C&C are more than welcome.
Long time no post! I'm done with this one :) Rifle : 12072 tris , 2048*2048 Diffuse / Gloss / Specular / Normal Red dot sight : 1900 tris , 1024*1024 Diffuse / Gloss / Specular / Normal (I'll post wire and texture sheets later !)
Uh oh looks like Maya 2014 doesn't have that specific flag,but it's weird given that i've beta-tested it for hours within 2014. Anyway,I'm working on a hotfix right now,will send it to you in a few hours for further testing :) sorry for the inconvenience !
The end for 2019 is close, so I wanted to end it on a high note. I enjoyed getting back into embracing the power of Zbrush and I'm hoping to experience some new features with Zbrush 2020 in the future. I hope 2019 ended well for everyone and I wish for 2020 to be a better year for us all! Cheers!
[FONT="]I think the whole Shift + C and Ctrl + C idea does not really bother me all that much. It falls under memory. XSI has a unique default setup of positioning core modeling functions around the hand radially. Alt=S and around the left hand exists all necessary functions. After adaptation and familiarity is…
[ QUOTE ] lol... well i wouldn't say its good or bad, it certainly works well for them. but it just goes to show that there are many different ways of doing things and its not all about normal maps. [/ QUOTE ] To elaborate on what you said, I ve seen a convention on next gen shader techniques (Farcry 2)and there are two…
Thanks ;) the texture is pretty big for this one 1024 x 1024, I think as a test it's ok what would you recommend doing it at? 512 x 512? 891 tris, pretty sure I could get it down a bit especially on those thorns.
photoshop or other image edit software... The simplest way is : - create a new picture with 512*512 ( or 1024*1024 and so on ) - open your reference pic and paste it into - save the new one ( 512*512) - great! you have now compatible texture for maya :)