snemmy when they run out of things to rape they will make remakes fool, they will never run out. I wonder if they will make mr t in cg. Oh somebody sh.. Alex
I've been playing Tales of Vesperia on the 360 lately and the graphics have blown me away. I want to make some scenes using the same sort of art style. The modeling looks like it would be easy enough. I've got some links:…
Hi everyone! I'm new in ZBrush (and this forum too - can't make thumbnails visible, sorry for these ugly links) and encountered a strange thing with Zspheres structure. Here some screenshots: Attachment not found. Here is my zsphere structure. At first glance everything is OK, but there's a strange artifact, I marked it by…
Saw my map on the Make Something Unreal contestants page and i'm pretty stoked about it :D ! Here's a screenshot: Although i'm pretty happy with the art, the meat and potatoes of this map are in the gameplay tweaks (all done with kismet so you can easily take a peak), it's kinda like an RPG/ FPS/ capture the flag hybrid.…
Typically High > Low is the best process, but always keep in mind that you're making a game res mesh at every step. This is usually logical because a Low is meant to be an approximation of what you'd want, if you had the budget for the High. As was said, it doesn't matter what the normal map *looks* like, it matters how it…
If you are like me and use a color calibration device for color uniformity, but find errors in the manufacturers software, or they no longer support your OS/device combo, try DisplayCal: http://displaycal.net/ I did a forums search and saw someone mention it in a sub thread, but it was so useful for me I wanted to make a…
Hi there, i want to make a realistic Banner/Flag for a Game scene (UE4). I just want to know on which way i would get the best results. I know that i can use cloth modifier in 3ds max but it's really high poly. I saw also the method of using only a subdivded plane with an alpha mask, double sided material and apex clothing…
Hello everyone! I cannot figure out the issue with polygon edges being seen on the low poly after baking. Here's the high poly and low poly models (Blender). These are the seams and sharp edges that I have now: Once the baking is done (Substance Painter) and a simple layer (just a color or a variation with roughness…
Thanks Eric for making it clear. That combining does look pretty basic there. I just want to combine maps for Substance Painter/Designer to repaint few instanced fence posts made unique and similar details without baking each one from each own hires and seems only full scale 3d package is capable for that.
Hi All, So when baking textures/maps, you always want to bake them from the high poly mesh to the low poly mesh correct? For the high poly mesh would it be advised that I make the high poly mesh in Maya, or make the high poly mesh in ZBrush? Then would I be able to bring the high poly and low poly meshes into Substance…