Hey everybody today i was trying to learn the basics of Normal Mapping with a simple cube i thought 6 faces what can go wrong heh.... how foolish. Now i read some theory stuff like about how sharp/smooth edges depend on split uv´s and split smoothing groups like 2 smoothed faces equal a sharp edge if the uv´s are stitched…
Hello polycont people. I want to share with you some of my works for StarFight game. FireFly Fighter [SKETCHFAB]2c591aa5941043f1802245395c1e36ae[/SKETCHFAB] D46 Trident [SKETCHFAB]b9cc2e6e0e8e43ebb84adec1ab797045[/SKETCHFAB] FP-01 "Invincible" [SKETCHFAB]4307d8381785418d892810718ae882f3[/SKETCHFAB] Cruiser "Aegis" P13…
Hey man! This is cool! I think I might be able to help with a couple notes on things I spotted. First off - Personally I enjoy the extreme walk in GIF A more than the more subdued versions in B and C. I think the exaggerated movements suit the character and LoL better and I think you'll have a better end result if you work…
The easiest way to do this is to set your camera into Shutter Prority(TV) mode on the mode dial, then you can set your desired shutter speed with the dial. You may also want to use TV to help you get the right settings, and then go to M and set your Shutter and Aperture settings manually to fine tweak it. As others have…
Thanks! Yeah, that’s exactly the idea — kind of a masking effect, like a white shark’s grey-white coloring. The goal is to make it blend and disappear at distance. I’m planning to add some organic elements and get those animated soon.
Great the advice you've all shared here, its all been a great help! Last night I had an artist message me, asking for a bit of an update on this stuff. I'm far from the expert of any of this, but I ended up going in enough depth in my reply that I figured I'd post here also, for any new artists stumbling upon the thread.…
Coming along very nicely! I like the sharpness of your edges, and where you are varying up that sharpness seems thought out, and believable. Is the bullet a separate piece of geometry? If not I might make it a separate one, that you then bake down onto something more like what I think you have there for the low res. I only…
What is your reference? Some of it is reading a bit weird. The handle in the middle seems too sharp to hold and very uncomfortable. Also the general shape doesn't flow, you have a sharp square body running into curved shapes. What are they cylinders on top? There is some pinching in the handle at the front. Also is the…
using a traditional specular workflow you'd plug the spec map into your specular color channel inside of maya. Spec maps should always be created from scratch, inverting your diffuse will only produce results out of sheer luck. at the most basic level white = full spec, black = no spec, though a pure grayscale spec map is…
I like this version better, but the blade still seems very dull (not sharp). Does it glow ingame too? What Ghostdetector tried to say is: You have one layer with your weapon on it. You duplicate that layer. You select the lower layer with your sword. You apply a Blur Filter to the selected layer. That way your weapon got a…