There is generally a couple of things you want to keep in mind when it comes to modelling: 1. Does the mesh need to deform at any point? 2. If you are using a subdivision workflow, are there nice edge loops and topology for it to divide correctly? 3. Will the mesh cause any issues with vertex normal shading? 4. If the…
Yeah that looks like the same problem. IIRC this was introduced in a specific version of Max, and may have been subsequently fixed. In my models the UVs are randomly rotated, per polygon. But if I add a Turn To Mesh modifier, that fixes it. Inverted UVs are completely fine. You can in fact do anything you want to your UVs.…
Here are some tips judging from the pinetrees you made! 1. Ditch the big roots, if you look at pinetrees most of them are pretty much straight from bottom to top. Some small roots would look nice though. 2. Have more leaves on top, otherwise it looks kind of stupid. One or two leaves pointing straight up on top of the tree…
Hey, good stuff so far dude. The most important thing is knowing the style above all else. Being current/next gen is just a matter of process. It can be learned or taught easily, just having the eye is most important. With your vertex painting here, tighten up the dark texture outlining on the pathway, not so thick. The…
So sad all the time. lol oh yeah I tried making a gradient map for the vertex blending. I am getting all sorts of errors I will prolly make a new thread and post new problems up there. It looks like you worked around some huge technical issues to get the vertex blending to work right. I just assume it will work right; I…
"- Do you paint on the finished ZBrush sculpture on the highest sub division?" Yes, the resolution of your model should be higher or at the least match the resolution of the texture you want to export. For each vertex you get a single vertex color, so a 1024x1024 size texture has about a mllion pixels so you want a similar…
-First the creasing on the zoomed in portion of the first picture in my second post. -The seam line along the side of the crossguard in the same pic. Thats two UV islands joining there. I exported the LP with 1 smoothing group using the settings according to UE4 documentation, like in the screenshot in my first post (…
Normal maps allow the artist 100% control over the lighting within geometry, which are far more powerful than bump maps which only allow the hinting of raised/lowered areas inside the face. This also allows vertices to be saved as some surfaces that would require a double vertex to create a hard edge can be lit by a normal…
Day 30: Forgot to upload my work from Monday, AGAIN. I tried to make the handguard again. I cleaned up the mesh, unwrapped by smoothing groups, and sized the UV islands to ~75% 0-1 space, to simulate having other objects on the same Texture set. My findings: I can't bake curvature! I don't know what's causing this.…
hehe yeah should never make promises you cannot hold ;) The "raw code" is fairly simple and straight forward. A working version has been around in 3ps for quite some time, but its not really of interest here, as clients use classic methods. Hence I never saw the need to push it out again, given the work associated with…