[ QUOTE ] That was a pretty vague question and now the links are broken to the images. Can we get some more info? 1. What version of Maya are you using? 2. Is this a problem in the render or the hardware view? 3. Are you using high quality rendering? 4. What format is your texture, tga, psd? 5. What exactly is the effect…
Sorry for the double post, but this is somwhat of an update. So I had a discussion with my teachers and a few lead art directors. Here is the deal. In about a month (I am in a game design school right now), we will have a team project to work on. I will be the environment artist for my team. The goal is to make a playable…
@Obscura, atm I have a million things to do, but I am focused on environment art, you could say character art is my hobby. Edit: Since some probably don't know how, I'm gonna drop a quick tutorial on how to get a base for a diffuse texture (something to work off of). And yes I know, I could probably bet money that everyone…
Hi everyone and good afternoon. I'm a newcomer and I kindly ask you some help to solve a strange issue that I'm experimenting with Toolbag 3. I must admit that I'm not very skilled both inf realtime rendering engine and in texturing/uving/retopo, because my "comfort zone" is rather modelling in general and in particular 3D…
Hi, It depends on where you are going to render / view the normal map. From https://www.marmoset.co/posts/toolbag-baking-tutorial/ "Most systems that render with normal maps make use of a tangent space, which is a system of coordinates that specifies the orientation of the surface at each point on the model. Tangent spaces…
-= ultrabump =- Hey guys, I'm back again and soon about to finish the model, but I'm having severe trouble with the displacement map where it just inflates the entire model instead of rendering the actual details. I read an earlier thread here on the forum where OP had the same problem, but I could not find the solution…
hey thats pretty cool. a word on the mirroring though, in doom tech games theres alot of mirroring going on, and it looks just fine for the most part, in q4 almost all of the marine and strogg heads are mirrored all the way down the middle, theres a tag in the doom 3 engine shaders called unsmoothedtangents which makes the…
i have the same issue with maya. or i mean issue like this... http://forums.cgsociety.org/showthread.php?f=39&t=606978 maya has a problem where ALL uvs bleed during render, i can not fix it unless i render playblasts (from the viewports) so i dont get transperant gifs :( once i go software (or even maya hardware) the uvs…