Hey there, for some reason I cannot get rid of these splotchy circles that the spotlight is creating (ie when I turn the spotlight off they disappear).. here it is in a Preview Build with Light Map Resolution at 1024 and it's one mesh... a High Build... and Light Map Resolution at 2048... Here's the uv's I have for it...…
I was wanting to give that weapon some kind of cammo. However it would kill the 80's feel somehow. Because of that I will go for something delicate similar to comics raster dots. Hopefully it will bring some interest to weapon, but don't kill its clean form. I did that by exporting from substance whole red weapon and…
Cheytac Intervention, it has a really cool Call of Duty style 360 noscope perk, if you turn your cursor full circle around the screen, you get a 3x damage bonus for the shot. If you get a headshot that moment it does brutal damage but takes high skill. Works much better than I initially expected. (there is a indicator at…
just wanted to say that i agree that the star rating on threads as you can find in some forums makes me check out specifically only those threads with the high ratings, kind of a circle-jerk feature that. i hope these do not find their way onto polycount. ...which otherwise could really do with a bit of an overhaul (last…
are you making a high poly atm? if so I'd suggest using floatpoints for the thumb knob on the blade and the big silver circle which I can't think of what it is called atm lol but also make the rivets float too. I'f you're making a low poly version first I'd suggest starting out with a rectangle for the handle of the knife…
ok, here's one... its on old arcade-only (afaik) motorcycle game (the ones that had u actually sitting on one and stuff) u had a button on the front that let u jump, and u had special turbo power that released these bright-blue "circles" behind u u were a police bike of sorts, chasing villains and slamming into them n shit…
I really like this environment, it's magnificent. I'd argue that the normals on the sidewalks and central circle are a little stretched and could benefit from a combination of higher resolution and a couple extra polygons, but it's a small note. Ndo2 does that for me too. The rest of this area is a perfect first person…
hey @v@mpiRe , First of all, I think this model and the texturing is phenomenal but I had a question about some of the geo which I've circled below. Was this denting in the canister which you added as some extra detail? If so, how did you go about creating this part (zbrush/maya/max?) and how did you keep the geometry here…
Hello! Looks good so far! Small areas that could use a little more love: The blaster tip holes- they feel a little "stuck on". The two semi-circle stips on top of the scope feel a little unrefined in this shot. Other parts of the weapon are tighter so this stands out. The handle horizontal cuts could have a little variety…
Ooh nice model, I'm not seeing any differences in the green channel between the two, but of course it helps to be able to circle around the object for them to show better, the only differences i can see here are the backface culling is happening on the maya side and not on the shader, and there is a checkbox for that in…