Issue: Backing special maps in Substance Designer results in the following error. "Baking failed (Normal Map from Mesh)UV set 0 doesn't exist" Steps Taken To Isolate problem -Baking generic cube exported from Maya 2016.5 Ext2 in FBX format. Issue occurs with all objects -Settings in image below -Switched "Set distance…
Hey all! So I haven't really figured out a name for this set and I'm not sure if I'll actually do a full set (Weapon and Helmet). At this point I'd like to at least try and produce a Primary and Secondary weapon set. I've collected a good chunk of reference / inspiration and will put that into a inspiration board soon…
Hey, thanks for the kind words everyone! @Meloncov Absolutely. Currently there are also barely any mid/small size objects in the scene that make it hard to find any points of reference. Good spotting on the snow, I´ll look into breaking this up as well! @Buchananball Setting myself a fairly high aim right now and hope to…
Hey, I always seem to get this problem with laying out UV's in Maya. Once I've unwrapped and hit Layout, my shells look like they're overlapping or spilling over onto other tiles - see pics below. I've left the packing resolution as default and in the UV editor display at the bottom it says 0 overlapping uvs, but wondering…
Please let me know what you think about it! Will try to fit the pants into the poly limit, but does that mean for the pants I need to have them together with the belt? Because in that case no way it will fit within 300 triangles. Can I have the actual belt part of the "armor" bit? None of the model is final, just seeing…
I'm wondering if people have any, info or experience of doing this. Is it a good idea? What about the settings for the render what should you have for reliability and accuracy to the real world? Like trying to get the highlights to appear right. Where do you have to place the camera and lights in relation to one another to…
Hi everyone. :) This is my first thread, finally summed up enough courage to post here. I've recently been making some items for Dota, but for my next set I want some feedback as I go! :) I decided to try my luck at an Ursa Set. Here's some pretty rough concepts so far.. Not quite sure how to tackle the furry look on his…
Hello! I am needing some advice on the best practices around separating texture sets. I'm modeling a character and am getting close to the surfacing stage. Is it best to separate the textures sets by material, by prop, or by texture density need? (Face v. less important area) Thank you, look forward to the feedback!
I need someone to work part time (work whenever as long as it gets done;P) for my Dota 2 set which is mostly complete. The set is for the hero Rubick and concept art can be provided to base textures off. Pay can be provided (cut of the profit) if the item makes it into the game. Thanks in advance!
Nice work, this looks really sweet! If you’re open to feedback at this late stage, your presentations/flats could potentially benefit from some changes. The three-sword image is a bit confusing. The front and back views look like they have different lighting; this could be because you painted some lighting into the color…