@rollin not sure if this is what you meant but I am still getting the same issue. I can send you the files if you would like to take a look I would greatly appreciate it, baking is literally the only thing I can not wrap my head around and that is a key thing I feel as if I need to know to get the results I am looking for…
Took the clover I made earlier & made a little scene for Sketchfab's Low Poly Plant Challenge: https://skfb.ly/6LAZN Here is some of my reference: During modeling & texturing I had the little pot next to me & observed how it interacted with light. That helped a lot to get the roughness, height etc. right. Also I'm still…
The first class just wrapped up and it was great. It's great to see how far mudbox has come from 1.0 which is what I use at home for my sculpting needs (which isn't that often), I've also owned zbrush since it came out but never really liked it much and always swear to use it more often until I get over its wonky…
While creating the high poly decals on a flat plane can be done, the cool thing about the technique was that it was more intuitive to sculpt on an actual corner of something, and be able to visualize it instantly. The baking setup would look something like this: You bake like this so that the low poly is at the normal…
Oh. To clarify yes it's completely 3D, you can rotate around. The characters are all 2D billboards though. The problem in why I'm not completely understanding how they do it, though, is where it wraps around; this chunk in particular: What I'm thinking is it might be this (excuse the mess). With red being a grass texture…
Finished texturing every prop, now I assume the next step would be to take care of the lighting, right ? Does anyone have any tip as to how I should start my lighting process ? Right now I have just wrapped the whole architecture with a LightMassImportanceVolume, based on what I saw in one of Unreal's demo scenes.…
Thanks everyone, @Xoliul thanks for the stacking suggestion New UV's. Stacked treads and smaller UV space, 1024x512. This is a new model with more res. The only issue I think is the side walls. I used planar mapping on them. @Obscura a 1024x256 sounds good but that means the sidewalls need to be straight. I'm not sure how…
Don't play with MacReady. His perk ruins your game. It's supposed to give 20% higher chance of headshots, but it actually just maxes it out at 95% no matter the gun, or the distance. At that point, I figured Id wrap the game up. but still it made the game way less challenging, (I was already specced as a stealthy sniper).…
@GhostDetector - None of these items look like they will break any poly limits. Nor would we be likely to break them if we made them I don't think. If anything I think the artists here would be capable of improving on them. So for beginners just getting into the workshop they'd be a good start. I agree with Coyo.te - the…
I'd get rid of the flash and load the images directly. Many of the images in the simulation section seem blurry or out-of-focus. Also, many (possibly all) of the links in that section are broken, coming up with a "content cannot be loaded" message. I'm personally a fan of a single large banner image for each project…