Hello again! well I've been baking with Xnormal for a little while now with great success 90% of the time or so, but not this time! Look at that, on the inner side of the right side of the ancient gate! Baking anomalies, inexplicable baking anomalies! Now this is also occurring on the inner side of the left side, across…
I recently had an idea, but I'm not sure it's very usefull or even clever. Here is the deal : when you texture sphere-like objects, there is a large loss of texture space due to polar tris, and distorsion. So I thought : why not model a sphere from a box, and make each side of the box cover the entire texture space. The…
I'm trying to achieve the exact same effect seen in the left corner. I have cracked glass pieces modeled similarly, but my technical art side not strong enough to find correct way to do it. I’m struggling to figure out how to get this result.
this is a character i turned in for my character rigging class (on my 6th quarter). its my most complete charter yet. the sliding of the texture has already been mentioned, other than that everone is welcome to tell me what they think. link thnx, george
says the guy giving me accuracy crits and being nitpicky :P. So sometimes you need to be 100 percent accurate and other times its ok to let it slide right?
and according to this article there will be "shells" you can slide the remote in for different controller styles.. like the snes and gamecube.. so the possibilites are pretty much endless http://www.eurogamer.net/article.php?article_id=60917
that is absolutely incorrect. it is used for cavity shadowing https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html#Specular http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf slide 20
Your technical ability for the modeling is good, you just really need to do a reference pass as a lot of the parts are out of scale and overall the gun is too thin, especially the slide. Are you planning to bake this?
Try mesh tools > insert edgeloop. Hit the option box right next to it and set the and set the 'Maintain distance' to Equal distance from edge. With the 'slide edge' tool, simply set the mode to Absolute.