Good day everyone, I am having some shading issues with Xoliul shader and I am pretty sure it something that I have done wrong seeing as it happened in Max 2012 and 2013, I was following along a tutorial on baking normal maps to find strange black blotches on my model that seem to have the wireframe running through them.…
Hey all, I'm currently trying to wrap my head around some AO-related strangeness. Any insight would be appreciated. The situation is that I'm using an engine resolution mesh (8k tris, ample geometry) with a nice high-res normal map applied to bake an ambient occlusion map. The strangeness occurs in the outputted AO map;…
Hey guys! Came here with my new project im working on. Im not really new to 3D but this one is my first scene im made all by myself. It started with a really easy concept, but at this point its far beyond what I wanted to do.... and im stuck now :D I really want to start doing textures but I also dont want crappy model. I…
Hey! I have been dabbling around in Z brush and Maya for a while now on and off. Me and my friend started working on this game together, I'm currently in the role of the full 3D production pipeline to engine (We are working in Unreal). I am extremely untechnical and feel a bit overwhelmed by the whole process and what kind…
Hey everyone o/ I'm working on this armor set for Conan exiles, I was hoping to bring it out before their next major update on the 16th but at this rate, I don't think I will hit that objective. I'm posting some progress up now to get some feedback because I'm hitting that tunnel vision from working on it too long and I…
The following is for a potential job interview: Start to finish was about 5 hours, including post processing. This isn't my main project so just wanted to spit something out quick. All vegetation is 3rd party, and the cobble is 3rd party. I made the rest in substance designer. Windows are a cop out because I didn't want to…
You could give it an extra couple of hours of love and tweak a few things before wraping it up IMHO, mainly the specular map. Metal parts look like grey plastic and the car paint could be a little more pearlescent and flakey. From the images I assume you're using a black and white specular level map? If so consider using a…
okay I think a huge reason for this polycount is probably the small things, for example like the ropes that wrap around the arms I would personally have baked those down and kept them in the normal map instead of geometry. The buckles also look more dense than I think they need to be. Watch out for the small stuff, it can…
Hi there man - Well, if anything it would be cool if you could post your results ! It would be a great way to wrap it all up, by illustrating the sometimes wide chasm that can exist between something that sounds like it would work great in theory, VS what happens in the practical context of game optimisation, portability…
I don't think that is his problem, instead it is getting the scales to be seamless as it wraps around the object. In order to cover the object he would have to rotate it and lay down a new stroke, but he cant get them to match up seamlessly. What you could do is export the shape, and give it some new UVs. Sometimes…