Looking better, the bottom of the grip looks less weird now that its rounder. I've just looked at the Marmoset viewer on Artstation and the first thing i noticed is that you have mirrored the entire gun, and so the text is flipped on one side. One way to solve this is to cut out a polygon for where the text will be on both…
Start out with 64 sided cylinder modify into desired shape add supporting loops remove loops around the sides, this causes a small bit of pinching but should be fine when you bake. Alternatively, add an extra set of edge loops, and then carry those control edges down the side a little further, you'll still get some…
A bit outdated but TexTools for 3dsMax has a Symmetry tool http://renderhjs.net/textools/3dsMax.html Mirror Reflects or flips either 1 side of a UV shell to the other side or average booth sides so that they are in any case identical. This tool comes with 2 modes: * select half the faces of a shell to mark the half to be…
Okay so I'm trying to render out some 4096x4096 normal maps with the intention of downsizing them to 2048 or less, but any form of editing or just resizing will break how it displays in 3ds max. I did research this a bit and found that I needed to re-normalize the map using nvidia's normal map filter plugin for photoshop.…
Im in the process of UV mapping a weapon for UDK and was wondering if someone here knows if its possible to use mirrored UV surfaces in UDK and still get the cubemaps and normalmaps to look right on the "wrong side" of the mirrored parts. I actually do think its possible by assigning say a vertex color to the…
Seeing the figure of $50k bandied about in this thread struck a chord about a 'sticky' (wholly addictive mobile game) that had completely slipped my mind mentioning earlier upthread as one achievable revenue stream which intriguingly was created from scratch by a sole developer living in Vietnam around 2013 when initially…
Hey! Great work so far :smile: I had similar thoughts as the guy above, the silhouette from the side would use some love, and chunky is definitely the word! I think the chestplate (and backplate) could be much more thick and clear, at least that's how I usually perceive armor. It could also have a shape which would allow…
Hey guys, wanted to post a quick update with the new baked lighting as per @Minos wonderful suggestion (might need to tone down the temp/color with postprocessing, but I'm liking it more!) Also took some great advice from @Madwish so hopefully its looking a little more diverse. Still playing w the placement of everything…
Ben means the text shouldn't be reading backwards, but upside down is fine. Some engines have problems with displaying normalmaps correctly on inverted UVs (text reading backwards), while others do not. I have heard UE3 doesn't have a problem with this, although apparently it does have a problem with mirrored UVs. This is…
I don't think this would count as a technical question lol Im trying to think of something and I need some advice from way better artists The problem is here: What kind of shape or shapes can you put in one of those circles to make them both appear vertically even. They are the same size, but one is lower than the other.…