hey guys... im really wowed by your kind comments on the debris pieces :) THANK YOU.. regarding the process - its all hand sculpted,for the small details(dents,chips,cracks) did some custom alphas - had to follow the concept arts well for the final ingame meshes, 343 used various tiling textures for really fine details -…
So, i am surprised I am having this issues as I have been using marmoset 1 and 2 for some time now. I have a mirrored asset that i baked out of xnormal to get the normal map. When I baked, I moved half the UVs 1 unit over. When I import my obj, I usually move the UVs back to being overlapping in marmoset. Then I click the…
I faced this. It is a devil of a problem. I had to move each polygon and then smooth the problems... Later I came to know of these.. If you have an earlier save 1. Try having a morph target before you change the geo and then use morph brush to clean it up. or 2. You could * take the new Geo as another subtool * Divide it…
The tyre tread looks inverted and the quality of the texture looks quite low especially on the lettering. As this is a high poly model you should model the tyre tread (not the text though, improve the image and normal map that). The alloys look pretty good though. The car itself looks ok but the texture needs work. Is this…
We can't know for sure, he never tells us how long a cycle takes in real world time units. The equation cannot be solved with the missing variable, because we have no equation that enables us to convert Grid time into real world Time. We can just speculate. He says that Hours in the grid equals seconds in the real world...…
Here's a suggestion for those that don't want to blow half the PC budget on a SCSI setup (they are pretty expensive and not only the drive) get a couple of large SATA drives and set up a RAID 1 (mirrors on the fly) Many newer motherboards come stock with RAID 0/1 controllers these days and I've seen 300G drives as low as…
Here is a bit of code in C# for a quasi Active Reload in Unity3D. Put this on an object in the scene and run. Can be used for anything that requires timing, use your imagination ;) . More code for stuff on the way. using UnityEngine;using System.Collections;//There are many ways to skin a cat, this is my way. Hopefully it…
Nice job :+1: "...quite possibly first piece completed ever without giving it the usual treatment of "saving and forgetting about it". Heh wish I could say the same.
Off the top of my head, this is assuming you're comparing lightmaps to a real time shadow map solution. LIGHTMAPS pros: 1.quality of the light rig is unlimited as it is baked, so you can do whatever you want global illumination and all that magic 2.saves a lot of frame rate, our real time shadows costs about 4ms which is…
Unit Scale is 1.0000 and uses the metric system. The scale of my character is X: 1 Y: 1 Z: 1, because i had applied scale sometime ago. and dimensions are X: 1,17m Y: 0.288m Z: 0.91m But these are just the values of the torso of my character, because the character consists of many different meshes