During making new portfolio website I also refreshed some of my already made projects. One of them is this Slag. I made recomposition, changed ratio to 16:9 and added backgrounds. Here is some description: Slags are harmless flying creatures, attacking in groups in over dozen members. They don`t have any higher-purpose,…
Hey guys! Here's a bridge I'm working on in order to learn modularity. When I am done, I am going to reuse the pieces to create something else (not sure what yet, but I'm thinking something along the lines of a courtyard). So far I have my model snapped together in UDK, and I am working on the textures. I am treating some…
Reference Image Attached. Hey Guys Im having a serious baking problem. I've been successful with it before but today I am getting some serious errors. In the image provided, You will see my low poly in gray and the high poly detail in Green. I am trying to bake floating geo. into normals but I get terrible results. I've…
Hi I'm having problems generating a proper normal map using xNormal. I've read the stuff in the wiki on normal maps but couldn't solve the issue with the info provided there. I really feel like a loser now beause the thing is that I'm not a newbie or an amateur. I've worked in the business of game development for over a…
Hi there, Im a second year student at University and this is my first attempt at making a vehicle of any kind. The design brief was to model, texture and present a post year 2000 Rally Car, based off a production road model. We had 12 weeks to complete this, alongside 3 other modules. The Livery Design is a little odd due…
So I tried adjusting my smoothing angle on the auto smooth function, but that simply changed the areas that the incorrect shading appears. Then I turned to flat v. smooth shaded base under the data transferred face weight normals. flat simply creates more pronounced shading errors. which can be seen with and without the…
Usually I'm in favor of a slight increase in poly count (maybe up to 10-15% for a prop more for architecture) if it can save me space, memory, and time in texturing. Even compressed, textures are nearly always more memory heavy than models. As an example, a model I made recently for work had about 20,000 tris and used a…
So I had a look at Pumbaa's files for this asset, and had a couple things to write up about. I edited the lowpoly to match back up to the high as i think you edited it, trying to "fit" the high inside it. No need to do this, this is what the cage/envelope is for, and doing this sort of tweaks is only going to make things…
I'm not a fan of subscription based services. I visit CGTextures maybe once a month to grab what I need. I'm very tempted by your textures though, so I may check it out. However, to be completely honest, I'm only planning on grabbing what I need and then cancelling my subscription. At 15 textures per day, I could probably…
All two sided materials do in most games is add more tris. So if you don't add the planes before export your tree will be 1000 tris. But in game it will be 1024 (or whatever). So at least doing them in the 3d program will give you an accurate tri count. I also do all leaves one sided, the copy/flip normals before export.…