Sorry... I assumed it was an issue that could be answered without seeing the mesh. Ben... The mesh has already been broken down to be tiled/repeated. Yes a 2048 is a lot of space but the texture requirements are supposed to be 1024 at the minimum. Therefor my other wall piece I made (this is a modular set) was already…
This is looking great, love the style. Some of the trees and foliage are intersecting the tiles under them. It would be nice to see a better connection with the ground. The swirly grass texture under the grass cards isn't working well with the cards, it just doesn't match, the bottoms of the cards become hard edges. Might…
If you're doing insects I wouldn't bother with a reversed lens + tubes, its going to be pretty slow to work like that and the working distance won't be enough. 90-105mm is a good working distance I would say. Jumping straight to the Nikkor 105mm 2.8 VR isn't a particularly good idea, that's basically the most expensive…
For those of you who would like a list of steps to follow in order to troubleshoot your situation concerning normal maps, here is the one I compiled from my specific situation. THIS LIST IS FOR 3DS MAX 1. Model high poly. 2. Model low poly. 3. Unwrap low poly. ----------Make sure your seams are wherever there is a 90…
this is a awesome scene and can see alot of awesome work thats gone into the scene here are some points you could address. i guess u are going for the strong light thing but it feels abit too strong as others have said. trying turning bloom down ok i made some points when i watched the video 0:26 floating machine 0:32 no…
Local Symmetry is located under the Tansform menu, third section down, a button on the left labelled "L. Sym". It's also conveniently located on the right tool bar about in the middle. Additionally, you can use Mirror and Weld under Tool > Geometry > Modify Topology to symmetrize your mesh. This works both globally and…
Hello! This is my first post, so sorry if I'm missing any best practices when it comes to posting here. I'm looking for an artist that can create a 3D model of a small building and outdoor garden environment. This is a one-time model, and payment can be discussed if you are interested. This model will be rendered in a…
UVs for game art is actually not just about cramming things into a single sheet ; it is also and just as importantly about : - Making the UVs human-readable so that another artist can take care of the texturing (even if the texturing is driven by masks). Meaning, orienting the islands the right way up and grouping parts in…
We’ve all been there. You find a "bargain" 3D studio or a freelancer with a killer ArtStation, but three weeks later, you’re the one staying up until 2 AM fixing non-manifold geometry and flipped normals. The truth? The hidden cost to make a video game isn't the initial invoice — it’s the "rework tax." If you’re a Lead…
Just wanted to show you what some tonal variances does to skin: Blueish black under the eyes, reds under the nose, grey 5 o clock shadow, and some yellows under the mouth. I added a bit of orange on the fringes of everything to simulate the sub surface scattering, and added a very very very slight grain (not film grain,…