Here is the High and low I cant figure it out, the only way i can get the normal map to not look like ass, is to render it out at 1024 other wise al the details disapear. here is what i mean, i intended to hae this at 512, and have the details easy to see, but something went wrong as you can see as i have to use a 1024…
Hi all. Just to clarify, I have used the polycount search and have used google. I'm after a good tutorial on the Max - Zbrush workflow for next gen characters. Basically what is offered for Maya in this dvd by the gnomon workshop, http://www.thegnomonworkshop.com/store/product/523/Character-Modeling-for-Next-Gen-Games.…
Hey all, thanks again for last comments on the post. The comments I got were useful and I will try to adjust to those changes at a later time when I am free. I am at school with other stuff and courses to fulfill blah. So ya here is a model I made for my prototyping class. It is a gloster gladiator biplane. Its around 5000…
Ok, i'm just asking cause i saw a tutorial where the guy stitched some of the UVs together for better results.. I created them the way you wrote, simply in the second UV Channel by flatten mapping etc… What about the light map resolution in UE4 i set it for big buildings to 512 or 1024 its that ok or to much? reducing the…
You're right, I introduced a bug in the last version. Fixed it in .5.2 which is now live. And as a bonus I've added the ability to only have one instance running. So if you do Open With with Kuadro already open, it'll open the image on the running instance. I also changed Hide Taskbar Icons to Consolidate Taskbar Icons and…
How can you have trouble finding about mecha >.< Japan is all about mecha. Here's 44 pages or 862 anime title with mecha in it. http://myanimelist.net/anime.php?genre%5B0%5D=18&q=&tag=&sy=0&sm=0&sd=0&ey=0&em=0&ed=0&c%5B0%5D=a&c%5B1%5D=b&c%5B2%5D=c&show=0
@Sweetangel0467 Thank you! I wanted to try and get some more practice with hand painting textures, so I decided to do a crate and barrel asset pack. Let me know what you guys think. Each set is atlased to a single 512, and the tarp texture is on it's own 256. I had alot of fun doing these and might do some more hand…
Well I must be doing something wrong cause my shadows look like pooo I only am worried about how the giant tube and and the platform/poles it's sitting on are baking I've baked with as high of a res as 512. Is this something in my settings? Is it my uvs? My shadows are blotchy and fugly. One mesh has packed uvs while the…
thanks everyone :) @Chimi Jimi: Thanks for the suggestions. The saturation is probably due to the lighting xD I still need to tweak the settings. I added more edge loops on the large barrel and it's looking better now. I'm using 512 textures on some pieces and now I'm thinking if I should have gone with higher res instead…
The game is top down but you can get quite close, so I'm looking at a few thousand polys. Heads will be split from torsos and will need to be modeled with good edge loops to allow for facial animation, but that wont be part of the briefs yet. Normal, spec, and diffuse maps will be used. For textures we are looking at 512…