this happens because you told him to add edges on a smooth/gouraud shaded surface, of course it will look edgier if you don't also change the curvature of the mesh, you could ad one smoothinggroup to the whole mesh it will still lok more flat in that area because he has more flat geometry. Your whole advices are…
A real dirtmap is a map that works based on the angle of the surface. Completely planar surfaces will have no dirt, and the more angled the crevice, the more dirt it will have. It won't shadow two objects who happen to be close to one another like an ambient occlusion map will. Max doesn't have an easy way of making it, so…
You might think that polies floating just above a surface would give all sorts of problems, but it's done in every scene of every game (well, almost). You need to have a no-z-write kind of flag, to keep it from z-fighting. And unless your game is toy based and you're REALLY close to the ground, as long as you float it…
The nice thing I find about trim sheets is that I don't have to worry so much about seams and making everything fit the proportions of the modular pieces so much. I definitely think that entire floor surface can be covered by a trim, and possibly much of the walls too. Stuff like pipes, fences and the security cage could…
Week Seven Day 1- I’m still working on the middle roof of the gate. Day 2- I finished the middle roof of the gate and one sample of DouGong. Day 3- Today, I was experimenting with the approaches from some inspiring tutorials on making pagoda roofs. I learned a lot of new tools in Maya, especially the MESH tool. However,…
If you are going to do a close up then as sed above, the barrel looks really plastic. Everything is uniform, no grooves (planks) and little or no variation. The upside down gun in the first pick looks odd. The grip and the barrel are way too close in texture and half closing your eyes makes it disappear against the barrel…
Currently available to book more work. Please contact if interested I've worked in the games industry for 8+ years as a hard surface artist specializing in weapons and vehicles. Titles I've worked on include: * Rage 2 * Call of Duty: Modern Warfare * Prey * Call of Duty: Infinite Warfare * Call of Duty: Black Ops 3 * Rise…
Hey I've decided to enter this, hopefully I will have time to finish it. I wanted to do something different but still appealing to make so I've taken inspiration from the anime Akira and loosely based a throne from it. So lots of pipes, metalic hard surfaces, concrete, general destruction and choas. An environment that…
Hello all :) I am wondering how I can interpolate between a crisp cubemap and a blurry cubemap for a light, dependant on it's distance to any given surface. An exact example of what I want to achieve is here: [ame=" https://www.youtube.com/watch?v=3QyfE1Uy-Ic"]Unreal-Engine-3-E3-Tech-Demo[www.savevid.com]_xvid.mp4 -…
Had a little time to work on the scene finished the captures of everything from ocean surface its just 5 clips of up to 10 seconds, finished also the screenshot captures now working on ocean floor: - got a nice hdri of underwater that helps a bit on the ocean lighting - start working on the post process volume from outside…