Here is how the model looks in the udk example scene. Half of the map is showing up as blue. This is how it looks in max. Anyone know a fix to this, I am sure it has something to do with how the uvs are mirrored.
Hello Polycount, I'm working on a game asset for my portfolio. I did my low poly model (about 4.000 triangles) and I added details in ZBrush, from my low poly model. I want to bake my high poly model into my low poly normal map using Substance Painter. Here's the result : That's the result from the bake in Substance…
The complexity of a PSD file has no effect how long it takes to load the flattened data. Max does try to show you layer previews even if you dont want it to which makes it slow on larger files, but for a game engine the file size shouldnt matter.
Hey guys, thanks again for the mad props! Dracowyr - We used a pretty "unique" shader and material setup. I'm not entirely sure what the rules are about showcasing some of the texture maps or wireframes, but I'll see what I can do. Paul - haha I will say that Magnus did some really great work on the weapons he did. Half…
This might be a silly question but I'm new to this. In Zbrush I have a low-poly model of a bag with a belt-strap and I was inserting a buckle on the high-poly version of it. Am I doing this correctly to then bake the details onto the low with a normal map (there are a few other details in the high, like making the bag more…
Hello, I have a simple question regarding getting bevel edges for low poly game assets. What is the particular workflow that should be used for creating bevel edges for a low poly model? Should I create a high poly version to get the bevel look and then bake to the low poly even if there are no huge details to bake besides…
Good stuff Shannon. Already it's showing much better. But it does also bring up some more issues in your animation. Besides the floaty stuff, which the skateboard falls definitely have, you could have stronger anticipation on them. Especially the jumps. She kind of just pops up. not much of a push off the ground pose.…
Yes, write things down. This is very important and useful for when arguing and fighting. You can point to contract and say "we agreed to this". Trust and communication is still important, and changes must still be possible. But then write down changes again in new contract! Always write down what you agree on!…
Considering how far you've apparently come in just six short months, I'd say you shouldn't worry about school unless you're doing something only tangentially related to CG, like fine art or architecture or something. Those are some kickass high-poly pieces and if you're interested in actually getting a job in the game…
Hi guys, Can someone please help me out a bit here? I can't seem to get my head around the workflow for creating low poly game assets such as these: I've searched these forums and watched a number of tutorials from 3DMotive to try and understand the whole process, but each time, some part of the process seems to be left…