Nobody is arguing that you can't rotate object or tangent spaced normal mapped objects. Remember there are three types of normal maps. - Tangent Space, can deform and rotate. - Object Space, does not deform but can rotate. - World Space, does not deform or rotate. This map looks to be rendered in world space not object or…
This might be set to something funky? Try setting it to view, world or local. Also check out the button to the right of the pivot drop down, it effects the way the pivot(s) are handled. It's normally set to the top option like shown above. The pivot system is great in 3dsmax, once you get past the "WTF is it doing?!" I…
Hey everyone, I’ve started working on a new practice prop. Its a chemical/paint waste disposal bin. I found this one and thought it would be a great study piece because it has a lot of subtle form changes, surface damage, and material storytelling. My goal with this project is to: * Keep as much real-world detail as…
Here is my blockout progress and first pass at lighting in Unity:) I definitely struggled with trying to match the camera perspective in the concept (using perspective plotter in blender), but this is my best guess. @Pep_mepla Your blockout looks spot on! I noticed you changed some of the proportions of objects in your…
I created my 400k low poly meat-stand in Maya, and then I UVed it stacking shells of objects that I duplicated on top of each other to save space in UV map. Then I went to ZBrush to add some details and smooth objects. I sudivided objects that I modeled, but then reduced polycount in decimation master. I didn't rename…
I have stumbled on this interesting phenomenon and while I think it is very interesting, I am unsure how useful it is. It started when I was animating some mechanical objects without rigging to see how they look in motion (was just lazy), I combined two objects after I animated them and to my surprise the animation…
Err... objects with 100% self illumination cast shadows on other objects, they just don't receive any shadows. The stick on the left is 100% self illuminated. You might of turned off shadow casting for that object in the objects properties. Or turned off receive shadows for the ground plane? (Select object, right click,…
Heya people. I just joined the forums and am fairly new to modelling with only 2 months in. I wish to ask some questions about polygon count in games though I think you guys are quite sick of that topic already. Firstly, how much polygon count could a game scene have, especially for high end graphic cards like the GTX 780…
some other flags I like to check on dynamic objects in UDK: Synthesize SHLight ... ON this will attempt to recreate spherical harmonics ... generally makes the object look nicer / do some cool bounce light effects. Use Boolean Environment Shadowing ... OFF UDK uses two lighting models; one for objects in shadow and one for…
Performance wise, having 2 materials on one object is equivalent to have 2 "splitted" objects with 1 material. Usually i only use this for easier maintenance, as editing several objects in a 3d software could be a bit more of work if they're meant to be "welded" Unity can batch together objects with the same material…