Not necessarely the "whole terrain" for a rock. Don't these tools work kinda in a fractal way? Would be handy if the user could pick out an area and apply erosion filters etc in a way that makes that part look more like say a 50x50m piece of rock instead of a massive mountain. Bottom isn't super important. I would be more…
I guess I don't understand the same way you do. https://twitter.com/aras_p/status/512148837511602176 "Does not cost anything extra" to me means that you still need to buy a Unity Pro license, and only the Add on is free. *shrug* They just need to explain it better.
Here's some of my 3D work. Note that I've just gotten around to putting my 3D work up on Artstation ready for Marmoset viewer so there's not much there at the moment but I'll be posting more gradually. Playable Shark from Hungry Shark World (Created from own concept. 3.2k Tris & 2048x2048 texture. Normal and Diffuse map)…
@Mark: Thanks for the crit! The area covered by the side vent is shown on the other side of the generator. I forgot to include Sketchfab view (somehow I cannot embed it - button seems to not work at all): https://sketchfab.com/show/bkz7li1WZX7PQSmbjxG9Gszo1ek Also, I intended the second texture to be 512 finally, though I…
I've completed the handpainting after many weeks. I attempted to capture the feeling of various materials and objects with low poly and hand painting the textures. Overall I used two 2048k maps for chair floor and objects and one 512k map for the background. I'll post more W.I.P soon model
I remember having a lot of trouble getting good ambient occlusion, curvature and thickness bakes from xNormal few years ago, because it had so many settings and it was VERY slow with CPU, even with 512x512 resolution.. but nowadays Marmoset's baker solves everything for me, and it gives tons of bakeable maps. I can bake AO…
December 2011 Assignment: Create a vehicle that is geared towards an iOS title with a max tri count of 5k. 512 Texture res and to be rendered in UDK Mobile.
Hi guys, I have some issues while baking the normal maps. The last 2 issues I have not been able to fix myself are these two: 1. As I am using mirrored faces I get this seam... The thing that surprises me and makes no sense to me the whole blade of the sword is also mapped the same way, but on both sides - sharp and round…