http://boards.polycount.net/showthread.php?t=56178 Also, EQ, it seems the red part on your scars is too focused on the scar itself. Theres a couple great shots on google images of heath as a policeman where you can just see the scar marks themselves. IMO the red comes from his inasne application of red lip-stick (makeup)…
That DK set concpt is great mainly for the color scheme. There has been wing sheilds for him already. As for the color scheme being too different maybe give it a subtle gradient from red to black and maybe bigger embers (on the shield) As for the huds, I usually don;t like the huds with red, but the red style is just too…
Xview implementation or 'warning' about T-verts is to be ignored. Simple test: create a box>enable XV T-Verts>8 verts detected.... In your image with the highlighted red edgeloop, it terminates and results in a triangular quad. What exactly are you asking us? And what is it you're intending to do with that edgeloop?
I wasn´t happy with the full red color theme so I started to test more. I kind of like this. I don´t know why imgur is compressing my images so much. I think I need to start using something else for uploading my images.
With a short deadline it sounds like you just need the facts on that final step, here's some links ref & tutors http://boards.polycount.net/showthread.php?t=53002 tutors http://boards.polycount.net/showthread.php?t=36177 texturing tips http://features.cgsociety.org/story_custom.php?story_id=4678 texturing tutorial…
Thx a lot for your kind words Tetranome (cool name by the way) The 3D modelling is a absolutly great hobby I have so much fun with it. I don´t think that I ever will get that good in modelling like the others here, I have never learned it and I´m a bit to old to start buisness with it, but hey its fun and thats what is all…
That made sense i didn´t encounter that, because i don´t use mr materials very often, so no clue there :D And for the red parts if rays miss... you can turn that of, i do that quite often sometimes i only get very small ones(like 1-2 pixels) which i just paint over later.
Hello! It is with great pleasure that I can finally show you guys what we've been working on for the past couple of months here at Polycount: Our first initial batch of items will be 3 limited t-shirt designs, one of which you guys will be familiar with. Our goal is to constantly update the store with new designs &…
That would give you the best normal map... not worth it (texture space or UV wise). I would probably just have the outer edge hard; seam b/t green and purple-- giving you 2 uv islands. This would eliminate gradient in your normal map in the green area. Uv islands Green Purple, blue, red. (all one, soft edges in b/t)
Ok i didn´t know about normals, but when EQ says so, there can be no mistake :) I forgot about what EQ mentioned, that it will not work because they are relative to uv space. But are you sure about baking diffuse as diffuse with not worrying about lighting? Each time i rendered out my maps they contained lighting and…