To flip individual channels, hit the lil cogs icon next to "Normals" in your last screenshot. Y should be green unless you're mistaken. Please be patient while I practice my gas lighting effects. As for the idea itself of using non-square textures generally, TIL it's no longer a bad idea to do as long as you stick with…
I know there have been a lot of people looking for new machines and laptops and what not and I saw this on a deal site and though I would just pass it along: http://www.techbargains.com/news_displayItem.cfm/176719 Lenovo IdeaPad Y550 Intel Core 2 Duo P8600 2.4GHz 15.6in LED Laptop w/ Geforce 130M $687.31 15.6" LED-backlit…
I was wondering about this, what the best way of dealing with the issue of the unwanted color bleeding into a portion of your unwrapped model. This usually happens with vehicles, guns, etc. in my case. I have a section of the unit that goes from black to gray for example and to avoid the black getting into the gray portion…
I'm coming back to the US after more than a decade abroad, would like to work in a walkable/bikeable city on the west coast. I'll be available in a couple months. I will partake of the free office coffee and you guys can hear me swear whenever Zbrush crashes, it'll be great fun. I do a lot of scifi and fantasy stuff. I've…
It's official: LucasArts signed a long term, studio-wide deal that sees the developer licensing Epic's Unreal Engine 3 technology According to a press release that is floating around Lucas Arts just inked a deal with Epic to start using Unreal in a lot of its games. What this means for games currently in production is…
Hi there! We're a small team working on a free open-source indie game called Decay, which is inspired by games such as Unreal, Quake and other first-person shooters from the 90s. What we're essentially aiming to achieve is a new first-person shooter with a rather simple graphical style (by todays standards) that also nods…
Hey Polycount people, haven't posted in here in such a long time, been so busy but i finally have something finished i can show you guys. This is a Scene I have created using Unreal Engine 4 and Quixel suite. I was inspired by some of the grand buildings left to Decay in Detroit as well as the Ubisoft game 'The Division'.…
hi, I want to know what the workflow you guys dealing with texel density in this room I have many props. my question is what the best way to make all equal in texel density so I don't find the chair texture resolution higher than the table. is it about : - decide the texture per meter let say I decide to be 512px per 1…
I haven't posted here in a long time and I'm not entirely sure this is the right place to be doing this, but I'd like to get some perspectives from others in the game industry. I'm not really trying to use this for therapy or anything. I mostly want to get an idea of if I'm alone in this and how others are dealing with it…
Don't know if anyone's mentioned this but decals help a great deal on tileable stuff. Cheap and easy to place on flat surfaces (decals can encompass stuff like small pebbles, stains, grime, etc). Everything else people have gone onto great extent to mention I would agree with...the textures need some more detail and they…