Hey, welcome to Polycount! How exactly was the normal map created? Was it baked from geometry, or converted from a bitmap? What software was used to make it? This looks like a tangent-space normal map, not an object-space map, so I would disregard any preview using object space. Looks like you are viewing this inside…
FIRSTLY.. I've been browsing these boards for a couple of months, every now and again just to admire the sheer quality of work that the artist around exhibit and it's really impressive.. MY PROPOSAL.. I've recently been playing around with Microsoft's XNA playform for video game's development and after spending some time…
Hey guys, I am trying to make a fake volumetric light effect (for a flash light) tow ork with an iPhone game.. I can't figure out a good way to go about this. I tried to make 2 planes and have them cross like this: | ------- | But that doesn't look to great... I can clearly see the crossing in game. here is a screenshot of…
Hi! I’m a 3D Environment Artist specializing in environment art, props, and procedural materials for video games. I’m currently open to freelance opportunities and collaborations with indie or mid-scale studios. I have over 4 years of experience creating game-ready 3D assets, with a strong focus on environment design, trim…
I think I still need to work on the trousers and make more loose around the thighs. The sleeves are kind of quilted as you said and intentionally I made them shorter to end them just before gauntlets because the plan is to have variation with and without the gauntlets. Technically there is not much space for quilted…
you are baking in max i guess? well the max renderer/baker is not synced with the max viewport, the normalmaps should look great in rendering, however you could use the 3pointshader with qualified normals to get the viewport to render the normalmap correctly @Kimon: that makes no sense, Max is also not synced with marmoset…
Hey Eric, can you give more information about the new baker? I experienced quite same problems and experiences as martin's did, but i was trying to achive clean and standart curvature bake from medium, not high poly model (Because the project im working on is a little bit cheap and i don't want to make high and low poly…
Thanks, I thought of going the option 2 route because that's what I saw everyone doing in the videos. Atleast for the parts of my model that were baked in xNormal, I didn't notice such a huge increase in the quality of the model when I added that normal map in UDK. As you have also pointed out, I'm already using another…
I don't do that much sculpting, so take this with a grain of salt, but I'd do this: 1) Make several base-mesh rocks, and duplicate them until you have your wall spaced out roughly. 2) Add a plane that will act as the mortar/concrete that holds the stones in place 3) Sculpt 4) Export rocks as one mesh, plane as another 5)…
I admit that for the detailing part they are pre-mature and some of the details I put in were just there for the sake of it as I use my half baked drawings as reference as well. For the dragon bit I was trying mimic its skeletal structure that of an Ankylosaurus where it its bones (or the outer shell) were literally…