Just tossing in a "radio" advertisement since marketing i hear does wonders getting the word out and hopefully my sharing of this location will help people in need of such, limited/small currency boosts. Search Report of the Week on youtube he has a "new" channel, radio talking type of vibe and he will take advertisements…
what a strange gun, never seen that one looks well done so far but i think some of the edges are way too soft, especially the back part. it takes a lot away from that milled metal look , and especially the back is viewed very closely in first person , so should have rather sharp edges. the magazine parts + clip holder look…
Zodd - the problem with noise in Photoshop is that it doesn't look very natural and isn't necessarily specific to the material. Regarding the gloss map yes you are along the right lines. In Marmoset you can test out the way the gloss works in a very basic sense to get a feel for what it does. The gloss map is the…
The edges where UV seams are could be split/hard /sharp since a game engine would split such edges anyway and edge vertex count will be doubled at such edges. Any other edges should be smooth/soft and making them hard where no UV seems are just makes extra redundant vertexes to calculate and troubles for normal map baking.…
I didn't find much information on this subject so far except reports that some ps1 and ps2 games show glitches, hence here is a question: How do ps1 and ps2 games run on a ps3 system? Can you play them in HD, or at least get them to look sharp on a HDTV or a LCD monitor? I play my ps2 hooked to my workstation's Dell LCD…
Yes, you can do Maya-style hard/soft edges in Blender pretty easily (more easily than vanilla Modo at least), and they export to UE4. Unfortunately, you can't just import your .fbx and export it; you have to set up the smoothing in Blender instead. Let's say I've modeled a beveled box in Modo and I want to take it through…
Look into edge decals and distance field material blending. Right now the meshes have pretty sharp edges and sharp (i.e. no) blending between adjacent surfaces. Maybe look into edge damage or at least chamfer some edges here and there. Also, even though poly counts (!) are not an issue anymore its still a good practice to…
i am not the target audience but i can appreciate the effort of these, they look sharp and that last one sort of feels like some sort of manga/anime so that is pretty top quality, you seem right there with them (for me,afaik) so congrats on that.
Yeah I figured it might be an extreme example... We're using multiple UV channels quite a bit here. One thing is to use baked soft lighting vs. tiled diffuse and tiled normalmap (for detail bumpage). Another way we use it is to do effects like memory-efficient caustics, where you duplicate the same soft caustic emissive…
Hi Harry & Shepeiro, thanks for your comments, as for the "weird" style...haha..., well maybe I have a "weird" graffiti influence...hahah...and I tend to do sharp lines, that might look a bit too cubic in the end, I will definitely work on that. The camera bot was the last prop I did... and I tried to push my modeling…