The picture in your reference looks a bit lighter. This might be because of the lighting, though. There's also more colour variation in the leather. Look for the reds and yellows, especially on the side. Your UV layout also has a lot of unused space. Looks great, though, nice materials. I like your presentation but you…
Yeah the modular pieces of walls are like this in the final game (not merged) It allow us to iterate on level in editor + its is very handy in term of optimisation (small pieces are easyer to occlude and then lighten rendering cost) In the other hand, with this method we can have texture seams between the pieces,…
This is what I currently do, it's not really comparable. All it does is open a new slider menu at your cursor, you still have to click it and drag. Photoshop has a held shortcut that creates a 2D axis where if you drag on x it adjusts size and on y it changes hardness.
You shouldn't need to do anything fancy like warping axis. Make a muzzle flash mesh (planes intersecting each other with the same UV layout), render out your animation from a side perspective running through the anim. Pick the start frame image, the end frame image and some decently spaced in between frames. Pack these…
Heh smoothing groups are just like Max but without the GUI... which makes them a bit harder to work with. You just assign faces an "id" and any faces that have the same "id" have a smooth transition between them. Faces can have multiple "id"s for more complex scenarios. Maya smoothing via hard/soft edges would be a bit…
I used to use this for LP models often when it was first introduced. It was clunky but it was just about my only option at the time. It's been awhile but here is the tips I remember from using it. - Make sure to use the camera move tool not the mesh move tool. If you ever want to snap back to the ortho views and you have…
Started on a new model for a project called 'Savage: Rebirth', the Beast Lair. Some of the textures are still a WIP, some objects are placeholders, and most of the object placement is just temporary. The vines need a lot of texture-work still, they were a bit of a rush job. And I feel like I should find a more efficient…
hey @pior, there is no canvas cropping i could post you dozen of videos like some from Rogelio or Bradford Smith and many more where you see they all fix the tiling in photoshop. Zbrush canvas export with a black line all around the texture that screw up the tilling. and they use a 2.5D workflow. my best selling point (…
hi all thx for you 4 the wire Before the ZB Well with the same pose I have to rectify some problems of proportion seen that the head a little bit big I also have touch the nose to add some details and under my 2D editor (photompact ) I had to retouch the face, under the same theme of the SAD MIME to make the (sink) so that…