Hi. I've looked over the site for information on face weighted normals. I've come across some old depreciated tools and some newer ones that don't offer whats in other packages. https://polycount.com/discussion/183993/maya-free-face-weighted-vertex-normals-tool This tool seems to be the most recent but applies bevels to…
Just some various technical questions regarding modular sets and best optimized practices. - how many materials is too much for a modular set? Lets say a city building? I currently have 1 trim material (thats doing most of the work), 2 tiling materials, 1 unique bake for intricate details/sculpted pieces. I believe that's…
Hi, I'm used negative scale geometry for my asset to UE5, but it's always inverting the normals for the left half. Which is weird because I used the left half as an original when modelling the vehicle. If anything it should be the right half that is failing, yet, it goes the opposite way. Any way... ... I've tried all the…
I would like to go on further and ask you why you have done the panels they way you have? The reason for all those panels with screws and such, would be for them to be easily retractable. That is, that installations are drawn on racks and shelf behind the panels. If you really thought of what installations and wires are…
Hello, everyone! First time poster, so excuse my ineptitude at this, but I am in the market for something rather specific: I've been looking around for someone who could do a model for a character I'm working on. When it comes to this particular model, I'm looking for a robotic character inspired by the likes of Five…
Well time to strip! Hi there. I'd like to believe this is a great resource for anatomy things if your covered up model needs it at all: https://www.artstation.com/anatomy4sculptors "focusing on anatomy" Clothing: (random but informative find) youtube link. Armor: (people find these useful) YT link. C&c: Looks alright, img…
You'll need at least two UV sets for variation. A very simple method is to tile your texture on your first UV set, but not to use too much grime in it. Then create a grime texture which will be used as an overlay, put that on your second UV set, and make sure it tiles at a different interval. If you want to get more…
Agreed with Flat Face. Definitely think about the context that you envision for this asset. Think about how much screen space it will take up and how the player will interact with it. e.g. will it take up the whole screen and will the player get to visually analyse it for as long as they want? or will it be a small prop…
[ QUOTE ] I have the diffuse color map and the alpha map applied,but im then not sure how to apply it to studiomax [/ QUOTE ]Put the bitmap in the Diffuse Color channel, then in its Bitmap Parameters rollout set Alpha Source to None. Copy the map into the Opacity channel, set Alpha Source to Image Alpha, and set Mono…
Even more key visuals that we've done for videogames! We are always looking out for more work for our artists. If you need anything 2D done (concept art, key visuals, animation or even merch), just get in touch with us at ohayo@collateralds.com Character artworks for Hiragana: Forbidden Speech Key visual for Kitty Cat…