(Before I get the comments "google" or "look on the wiki": I've done both. I'm right now having 15 tabs open with all types of tutorials and none seem to help). HAY. IT'S ME. LILY. I'm back again with another question because after googling and half crying for four hours in total, I gave up. I'm trying to make low-poly…
Hey everyone, so I'm working on this Radsonne Lamp at the moment, and I've just baked a normal map and AO for it, and things seem to be looking ok, theres a few clean ups but generally I'm quite happy with the progress. I just have one main query, and I know its a simple one but its something that I have been wondering…
This was a two week project for a game called Arconia. Its a modular ship design that the player will slowly upgrade. Its being developed in Unreal 4 engine, it looks just alright in Sketchfab, there is alot I can do with detail textures in Unreal 4. Plus emissive channel in Sketchfab is crap.…
[DISCLAIMER - THIS IS FOR A SCHOOL ASSIGNMENT WHICH IS VERY BASIC AND REQUIRES AN ONLINE POST TO BE CRITIQUED TO PASS] Recently I have been making a very basic level planned to be suitable for a 3v3 Search and Destroy type game mode. The following images are of my design plans that I did before bring my 3D blockout into…
I have always had this issue that pisses me off. I get a procedural texture how I want that works in view and totally different in render (not same scale, most times larger than set). How do I get these setting to match or get damn close?
Ged Have you checked by viewing your model in wireframe in the web browser? The most frequent problems are with scaling the model and textures. By switching to wireframe (and maybe zooming out) you can often see what needs to be done. Vrav - Thanks for the compliments.
Heya all It seems my textures show just fine in the view port but when going to render show up completely like the normal's are reversed and not showing anything? I found people with similer issues but could not figure out how they fixed it or what my issue currently is.
Also irfanview. If you get the plugin pack you can view .DDS and some other formats. The interface and functionalities can also be tweaked quite a bit. Like hiding a few of the toolbars, cycling the image sequence when reaching the last image, etc.
Well, of course, it's not very necessary, but as I'm going to skin my model - I want to have a more precise view to get better idea of how my model looks/performs in certain areas while deforming, before I export to game engine :)
There are two components to a tilt shift photography, and it's important to separate them and understand that they do entirely different things. The above image shows a tilt/shift lens with both tilt (rotation, the guide lines on the right) and shift (the guide lines on the left) engaged. What you're talking about in this…