Hey Quixel Team, I got an annoying issue when it comes to the texturing part of my asset.. I've created the color ID map from my UVmap in maya and exported the necessary .obj and coloridmap as .png When I import the mesh in DDO and then import the color id map and giving each color a material an click on render I never get…
- Nothing special i guess, but decided to show it - Sometime ago i decided i will make base mesh cause i have used quite a lot time re-building similar meshes again and again. - Head is part of my project for medium resolution male subdivision surface base mesh. It is built from quads only, and has only limited amount of…
I'd say the texturing needs work. Also, it's a shame that your most detailed props and environments are only models and not textured and polished to completion. I made the same mistake when I first started modeling and would only produce and show untextured work because I thought at the time that modeling was the most…
Sometimes, but that would require a lot of unnecessary UV splits so also a lot of unnecessary extra verts. It depends on if you are using atlas texture or not. If so, then you'd need the splits if you don't have a specific shader, and then you'd do as you described. But if you use atlas texture, but you have a specific…
Thanks joeriv, you hit the nail on the head with every question I had! I actually got everything uvmapped but then realized that I hadn't considered animation. So, I took some time to take new reference photos and remodel the frame and the slide, fixing some other small errors here and there (like the rear sight not being…
You can optimize a lot of that into normal mapping - any raised surface that you won't see the side of or underneath can go into the normal map. Your treads could be simplified a lot this way, as well as the bolts etc. Things that are attached, like the rolls/exhaust need to remain separate geometry. As far as polycount…
WHOA!!! More crits than I asked for lol! Nah just kidding, really appreciate the tips!!! And thanks for the 'inside' info about the whole uvmap/polycount thing, the texture specs and the color issue! Heres what im going to do: 1: Make 2 UV maps: 1 64x64 for the head, 1 64x64 for the body 2: Make sure the UV's are as…
I put her on a strict diet, gave her more of Mop's patented Boobygons(tm), worked on the feet a bit and adjusted her backside for deformation. No problems with bad deformation anymore. UVmapped her and started texturing (painted the face so far). Somehow she lost 40 triangles in the process. Jackablade: Judging by the…
Thanks for the advice. Now that I think about it, I don't know why I was thinking dried blood. The plan I have is to make a mask for the blade were the blood shows up after the knife is used in-game. The blood on the blade should be fresh and wet. As for the wear on knife handle, I'm still learning how to do wear within…
I like you're crazy thinkin, you might be able to use the align highlight or align camera and then snap a light to the camera... But I think that will get messy. I also like Eric's idea of using conform to wrap a piece of geo around another. But what I normally end up doing, is just copy some geo, push it so it floats…