I have a game character that needs a rudimentary facial setup. I'm only now getting the grasp of topology but I wanted to see if anyone had any tips or cc for me before I finalize it and move on to rigging! Just want to make sure everything will deform and smooth correctly to a degree. It's not gonna be subdivided for…
For those of you who would like a list of steps to follow in order to troubleshoot your situation concerning normal maps, here is the one I compiled from my specific situation. THIS LIST IS FOR 3DS MAX 1. Model high poly. 2. Model low poly. 3. Unwrap low poly. ----------Make sure your seams are wherever there is a 90…
Glass is very much not "pretty reflective". Glass tends to be extremely smooth, and thus very glossy, which gives sharp mirror like reflections, however glass lets the vast majority of light pass through it, unlike pure metals which actually are very reflective (most to all light reflects off pure metals). The reason you…
When you're baking a normal map from HP to LP, you'll need to remember this rule "You'll need an UV seam split on every sharp edge, but you don't need to add a sharp edge for every UV seam". Even though your beveled model with those kind of sharp edges looks good shading-wise, it forces you to place UV seams onto your…
Thanks, it was a hard battle, I had a lot of doubts about the materials but finally tried to mix metal appearance with more plastic pieces. I think the balance between them are great. The final part was the yellow paint that just makes the piece doesn't look like a dark piece of metal haha I'll try to make a little tut or…
so i made some decent-looking grass and it comes out fine in Maya ^thats just diffuse only. i've imported diffuse, spec, gloss (and mask) into udk and i get this poop: Why does UDK ignore the smooth geometry property i put on it in maya? i made sure to check smooth groups for the fbx file. I've had this problem every…
Did I already post this here awhile ago? Probably, lol. Tell me if it's ready for unwrapping. How would I go about fixing those smoothing errors around that long rounded indent along the side of the reciever? (besides assigning it to a different smoothgroup - i want that edge smooth!) and yes it's chamfered there. chamber…
It's been sometime since the last progress update. The retopping took me a while, but after some experimenting and cleanup, everything's done. There's a couple of panels that weren't, but the original meshes from ZBrush are low poly anyway. This is how it's all looking: During my time retopping, I also had a couple of…
Here's my Maya>Unity workflow, and I can't figure out why this is working the way it does. - Export Maya FBX with Smoothing Groups and Triangulate checked into Painter for texturing. - Once done, import into Unity with default settings - Normals set to Import and Tangents to Mikkt - Project is set to DirectX11 - Import my…
Toolbag loads the mesh normals (smoothing) data from the FBX file. Generally speaking, if there is bad shading the cause is likely some problem with the export from the 3D app. To narrow down whether this is a Toolbag or Maya issue, try importing the mesh into another renderer, game engine, or 3D app to check if the…