Hi, A while ago I worked on a scene based on this concept by Rowena Wang > http://dethling.deviantart.com/art/alchemist-room-399390483 But to my shame I have to admit I never finished it (like many of my projects :( ). So I decided to finish it! This is the old blockout of the scene: You can also find some old assets at my…
To answer your latest question yes, the seams do still show up without the normals applied. So here are my UVS, I chopped off the unnecessary part of the UV maps to save some space. The top UV section are the UVs that I used to paint my diffuse, generate normals etc. The painted red chunks are where you see the seams in…
I would look at the T2i as well, but the T3 should offer most everything you would want out of a entry level dSLR. I would still look into getting the 50mm 1.8 lens, which should run you $100-150 new. For texture reference a sharp prime(fixed focal length, no zooming) is essential I would say. Despite being a T2i it is a…
So beware... i read that the AMD ryzens might be 2 times SLOWER than intel in applications that are using some "AVX instructions" set. Which im not sure what if any application use it (i know about one "mainstream" that does)... citation... :"...Ryzen's support for AVX instructions is 128-bit in nature, meaning two cycles…
Hey there! To give you an idea as to how I started off, I began by deforming a dynamesh sphere at the default resolution (32, I believe) and began trying to sculpt the muscles as related to the torso until I was relatively happy, resetting the poly flow via dynamesh as needed. Next, I would start extruding out the neck…
Well you can consider a building as a bunch of primitives. A huge house can be easily made with a wall that has windows cut into it. UV it and assemble them to make the house you wanted. Now you can tile your texture over it (texCoord note in UE4 has the option to tile. if you want to keep it parametric use ScalarParam for…
I kind of like "Quarters From Heaven Video Arcade" for an arcade title, but such a play on an old reference may not fly with the young arcade crowd. As far as pushing normals and getting better bakes, I can say this: - I find it easiest to make the high poly first, then build the low poly around it. I find it saves time,…
Yeah that would not surprise me, I actually keep up with tech stocks a lot but did not read into that story that much, I found this: https://www.streetinsider.com/Analyst+Comments/Viceroy+Research+Negative+on+Advanced+Micro+Devices+(AMD)+Amid+Security+Flaw/13937313.html " "We believe AMD is worth $0.00 and will have no…
Oh I "saw" this topic, when I saw the name I thinked about "real" 2D (like the first image of this topic) so I haven't read the topic... Shame on me... Thank you, thanks a lot, it's almost perfect. It would be perfect if : -The camera follow the character instead of the crossair (I don't like when the character is on the…
I'm getting frustrated trying to render out AO maps from 3ds max 2010 to be used in texturing. The quality of my renders are not what i'd expect.Some areas are too dark, details not clear enough, unwanted shadows... I do have some over-lapped parts but those I can live with and edit. I've tried using both light tracer and…