looks like you are nailing it to me. these folds on the back seem out of place to me. if there would be lose spot i'd expect it to be lower down the back. and probably not such big folds unless they would continue all the way down. if you have a heavy coat could put it on and stand in similar pose and use selfie mode on…
I have this floor material, and the intention is for it to tile horizontally, but not vertically. The edge (the long rectangles at the top) is the end of the floor, but the AO generated from this edge tiles and continues on the bottom of the texture (you can see it has a darker gradient at the bottom). How can I solve…
Actually I've been playing Devil may Cry 3 recently and this is an excellent example of how to fuck up multiple difficulties. Not only is the version you have contain different difficulties under the same headings of easy/normal/hard but you can't change this difficulty on the fly, meaning at any point the game is too…
Thanks for the continued comments! I actually got in touch with Stephan Martiniere, the artist responsible for the original concept. I got quite a lot of fantastic feedback from him including the knowledge that he had envisioned a slightly earlier era for some of the architecture than I had picked up on. Essentially, he…
Had to chime in on this one as well. :] As I've said before, I'm currently enrolled in a Game Art and Design program at an Art Institute. We do work on the quater system; 11 weeks, meet once a week for 4 hours. But this is a 4 year degree. My school has the "let's make them a generalist" attitude as well. So it's very…
This happens from time to time, i didn't find any solution yet, this is definitely problem with normals, i tried disabling compression / mipmapping / reimporting textures / rebuilding tangent and normals (inside static mesh editor) nothing helped. This also drops my fps significantly that i can't continue my work materials…
Hello, Thank for taking a look. I created this in zbrush and it has a lot of lumps. I'm wondering if there is a better program to surface it in to create some better surface continuity? Maybe Rhino? or fusion 360? or do I need to get into alias? Or is there a better way in zbrush itself? Please help!
Hello all, I've been stuck on this for a while and would appreciate any help. In Maya I have a mesh where I mirrored the top half of the geo, which also mirrored and stacked the uvs. I did this to increase texel density. I then exported as a .fbx file and made sure to export smoothing groups but not tangents and binormals.…