Explicit normals -> imports the vertex lighting normals from the file instead of generating them from smoothing groups and face angles in the importer (which may differ from how Max/Maya generated them) Import tangents -> imports the tangents defining the red/green channels of the normal map as well. If false, UDK does…
nice....a couple of things bother me though theground- kerbs/gutter need spec work, they look bland and blobby, maybe a couple of varieties and then dislodge the odd stone so theyre not perfectly straight. variation across the road surface deeper cracks towards the edge more smooth shine at the centre, pot holes missing…
Hey. In that case, I'm pretty sure it was the triangulation. It is recommended to triangulate before baking anyways, because similar errors can show up if the triangulation is different on the bake mesh and the final export, which can happen quite often. The reason, is that the low poly shading (which the triangulation can…
@Nevermind1567: Looks great. Only thing I notice is that the outer blade of the scythe is about 1/2 head longer than the inner blade. @Abidus: I think attaching the hip panel to the leg makes it easier to match the concept pose, so I'm going with that. I like your segmented panels on the back. -- Nice work so far everyone,…
kaburan - Yeah the webbing wasn't that bad and I felt it gave a little organic feature to a very non-organic structure. There was no concept for the back so i kind of winged it haha. An the gas can on the side is currently the LP version with some floaters in front of it, Ill make sure to tighten some of the edges an…
Hey man, I had some professionals come into class just yesterday and do a zBrush workshop. One of the things they said was that 80% of the individuals in the field will grab alpha brushes, stamp skin-looking effects over the model and call it quits. Unfortuntaley, that's not how skin works. They said that if you spend an…
I really love the Low Tech Feel, and there's nothing wrong with making a few adjustments that differ from the original concept to make the model a little better. Sometimes what works in 2D doesn't work as good in 3D and viceversa. I made a sci fi weapon recently and mirrored most of it. I realized some of my baking errors…
DudeinCA: Here are the wires-couldn't get to the computer yesterday to post them. I haven't modeled the sights on the end of the gun. For the modeling I simply added a mesh smooth and tightened up the edge flow (which takes longer than anything else). Also, the screws still have the turbo smooth on them-oops! Also, this is…
Not in Ddo. But inside your 3d suite. That I know of, the causes of seams like this are, the smoothing groups on the low poly or the Unwrap. I would start with the smoothing groups and to test just make the top and sides one group.(Max) I am a max user. Or with Maya make a soft edge. Rebake. If there is a break in the UV…
Chippin' away at the old tombstone. After subdividing, I saved the mesh as a Target Mesh. The brushes Mallet and Trim Smooth Border work wonders. I went overboard a lot and then used the Morph brush with a hard square alpha to bring back chunks of the original mesh. When digging into the mesh far away from the edges with…