Hi there, I did a search on this forum and did not come up with any posts. Just watched some Carmack videos and it appears his new magic is layer as much shit as you want using decals and blends and then the engine bakes this down to a very massive texture and then streams in chunks of the massive texture to the user as…
Nope, there isn't. I wrote feature requests regarding this for a decade. Nobody ever cared. Why it's impossible to make U and V multipliers separately in material settings or just scale test object itself . Obviously it's so basic convenience . 🤷 In a word you have to model and load your own object for the preview or use…
That's cool. Only issue Google things are not for commercial use. Does anyone know a good source of terrain geo and textures from public domain? I recall US agriculture department had 1pix for meter images a decade ago with pretty free to use license but I read they changed their mind. is there anything now?
very clean job, but it shouldn't be that clean too, what about some imperfection ? in my opinion, adding some decals, damage, would be great ! the top tank too much rivets too. anyway this is my opinion ^^ but it's still an awesome work ! keep working on it and good luck
Quick update, I made some variations of bullion models, two large stacks, 3 small piles and a separate lone pallet model. I've scattered them around the seen quickly. I'm moving on to focus on some more set dressing and decal creation for signage.
Mafia 2 is what i look forward to most in 2010... and whatever VALVe puts out. If M2 is going to be delayed, that means more polish maybe, which is good, maybe they will fix the issues that annoyed me the most in gameplay vids (somewhat dodgy animation/no IK etc).
It's been a long while guys, sorry about the delay but here is my small fly-through. C&C are welcome this is my first portfolio piece that I will be adding to later on thanks! http://www.youtube.com/watch?v=8PtTNNU4uio&feature=youtu.be Wires/breakdowns later today
Sorry about the delay. It's only fair that I post here what solved my problem. Here it is: - Set marmoset to work with the tangent space of the software you baked the normals. - export the obj with normals along with the smoothing group in 3Ds max. Hope it would help someone.
Just a quick update, I'm currently on refining the super blocky assets so that they have meaning and context. Hopefully its starting to define the scene a little better. It's all just 3DS Max work at the moment. I've added placeholder decals too but these will be replaced at a later stage.
I ended up having to crush down the UV's for the Handle to much noise, as you can see in the Texture. :/ apart from that I think its....ok. There might be a delay on weapon #4 since In working mainly on Wake Up Call at the moment. [SKETCHFAB]3970a20b631946768bfecaac4940490d[/SKETCHFAB]