Did you guys actually read the question? No offence intended btw. and i didn't watch the video so apologies if it soles the actual problem. he's getting a black background colour on AO bakes when he is baking multiple objects despite setting the background colour to something else (ill assume white). I've seen this under…
I solved the issue- I'm so silly. I didn't know/realize that when you publish a .sbsar from Designer that it doesn't export the height with it for whatever reason. I used the Substance plugin for Unreal to import the material and automatically hook everything up, then just add the multiplier nodes for height. I never…
Ok enough words, here is the final shot I finished for the demo. Not frills, its basic as intended to be to give myself enough time build these assets real time for the students. I feel its best to focus on the basics of environment creation as so many lack the fundamentals. To really make this scene pop I let the students…
Yeah I understand completely. I've just been going nonstop went through summer and winter session while working 36 hours on top of fall and spring semesters lol... just exhausted and every time I open Maya or Udk I just get frustrated. I know it's a slippery slope and it's not one I intend to slide down, I just wasn't sure…
I'm sorry for double replying here, but... what?? Something is illegal completely and entirely because a law proscribes it. It's the literal definition of the word 'illegal'. il·le·gal /ɪˈligəl/ Show Spelled[ih-lee-guhl] Show IPA adjective 1. forbidden by law or statute. http://dictionary.reference.com/browse/illegal If…
A displacement map (when used in a non-realtime renderer) displaces an already smoothed model. So basically you want to divide your "low" up to a point where a face is equivalent to one pixel of the intended texture, then bake. That way you will not get any shading artefacts since faces that are not supposed to be…
Is this a game model or intended for subdivision? Deciding now will help you later. The face loops are technically ok, but the face itself is not. You should focus less on making pretty loops and more on making it look like the character. Basic anatomy shouldn't be ignored either - the eyes should be midway between the top…
^ this is what I am really going to start working on more. I have multiple character and prop projects that are going to be coming up and I intend to just make a master thread where I just continually update on different pieces. I am starting to think that getting some sort of traditional art education first and then going…
That's what I thought too. But I found a few references that say, that it is recommended to avoid triangles when possible, because it simplifies the workflow and keep everything clean. Anyway, when not intending to subdivide or smooth the model it is no problem. For animation it says that triangles should be avoided where…
I never intended to derail the thread, you've done that yourself. And you seem hung up on the "3d scan", I could post an actual 3d scan and point out the same stuff. You guys seem to think you're above criticism because you've made a bunch of what looks to be cartoons in video games, jeez get over yourselves. But there's…