is there like a website or a tutorial dedicated to creating texture maps? for example: the diffuse/spec/normals of a gun, the d/s/n of a tank what I mean is, a tutorial that helps you learn material definition and how to affect that material in different map types.
Hi! I'm having a hard time trying to match scale of two objects ( not as simple as the example below, but the same idea). I can allign them properly, but their sizes never change. Is there any way to do it? A maxscript/mel, perhaps? Thanks!
hey @coolguyslims Do you know that there is already a node in Unreal that does a world aligned blend for you? It's called "worldAlignedBlend" It looks like this: And the neat thing is that this node is just a connection of other nodes. So if you want to see how it works you can double click on it and see inside it. For…
Here's a simple example, from left to right we have: High poly Low poly Low poly with regular sub-d and displacement map applied And this is the baked height map. Note now the vertices in the low poly mesh create darker values, this is because they extend past the surface of the mesh. When the result is displaced, these…
My vote goes to this artwork: However I would like to suggestout the concepts of this artist: https://www.artstation.com/eddie Maybe it could be used as a wildcard or in a future challenge. This is an example of his concepts:
If you just follow the surface with retopo tools your asset is to flat. You have to model in bigger more exaggerated shapes by hand. For example make the nose and ears bigger.
This is a great read. As you said above I'd like to know a little how each engine handles modularity, for example cryengine compared to unreal. But that's just the icing on the cake :D .
Take a look at the wiki: http://wiki.polycount.com/NormalMap Scroll all the way down to "Solving Wavy Lines". There you can see an example how the cage affects the normal map.
Obviously they are. Some animals can be kept in captivity (birds fare quite well, as do large animals like elephants), other cannot (Great White Sharks are a prime example).
Starting to figure out the basic body shape. Obviously a lot of my control edges aren't in place yet (for example, the one on the bottom step or around the back door cutout).