Thanks for the info CandyStripes. All of your posts have been highly informative. Modeling is currently my forte, trying to get the UV/texturing up to speed. Here is the UV map of the car body. How does it look? I of course still have to get the other parts in there. How do the UV clusters look? This is a screen grab so I…
Alright, more progress has been made on my scene. I've managed to work out how to hand paint a stone floor texture through trial and error, created the spice jars, plates and bowls, the box thing on the ceiling and did some sculpting / texturing on the table legs. The floor texture came out great in my opinion however the…
I personally think they are overdone unless you happen to be applying for a job that will specifically will have you doing Sci Fi If the goal of your portfolio is to make an portfolio that sticks out from the rest then your Sci Fi corridor really has to pop out. Alternately if you want to go on in a different route, (if…
Well apparently there's no solution to the bug I described above. I asked on the Zscript Pixologic Forum and I have been told that this is one of the limit of the current Zscripting. :( So the only doable solution is to make a simple button and place it in the interface near the WrapMode slider to be able to tell if is set…
Yea I believe it is. But how about working towards Indie / low poly / Mobile and handpaintig textures? That way I can still harness the 2D spectrum as a hobby level. It feels when you are working on a higher production level and especially AAA quality there is a ton of programs and technical spectrum you need to work…
These screens are of the highpoly and lowpoly models that I used to construct the doors and doorway of the Basilica Administratum building. I made pretty heavy use of sockets and blueprints inside of UE4 throughout this scene. This allowed me to reuse and reconfigure elements, although no where nearly as extensively as…
It's not about how to actually do it manually. I should have mentioned more clearly in my first comment that I'm interested on how to query this in mel :( It's just that with some meshes that have flipped overlapped UVs, not all flipped shells are easily selectable in the 3d view as they aren't always on the same side and…
I would assume you have too much stretch on UV layout, but it could also because of you did not triangulate the mesh for it to properly bake. Did you? I've experienced once the same thing. They usually appear at where a quad triangulates. Can't really remember why, but I've never found same issue again. Non-triangle mesh…
Well first of all, start adding more screenshots. The screenshots here are the same as on the playstore, which contains 2 screenshots??? I really have no idea what kind of game this is and the screenshots aren't helping at all. Graphic wise, this game feels like it got rushed and that you guys barrely put any effort in the…
Thanks for the reply! The model looks fine with the normals applied, the normal map is compensating for this irregular smoothing. The smoothing irregularities are transfered to the normal map, and while the final model looks fine with them on, it feels messy to have a texture containing the waviness for what is essentailly…