The UV's on the high don't matter. You will be projecting the surface of the high poly onto the low poly. It will be looking at whatever is on the surface of the model it won't be looking at the UV's. The only thing that matters is the UV layout of the low poly. Typically you don't want to get into materials and baking…
Hey, Its looking good Alex. I'm really liking your sculpt. Especially the way you sculpted your wood, very appealing. It certainly looks even better with those reworked colours but I think It would be worthwile to keep experimenting with colours. I think an image is worth a thousand words so I'm just gonna link it, perhaps…
Need more value and color variation in the textures. The brick wall for example has no variation in any of the bricks, and each brick is made up of two really dark values and one mid value. Try to add more variation from brick to brick, as well as in the bricks themselves. Also look at real work reference for cool patterns…
Yes. The curve essentially decides the level of output of however hard you're pressing at any given time so you can adjust it so that you have to press harder/lighter to reach a particular level of opacity (or whatever) Unless you're a caveman who is used to carving shit out on stone tablets, there's no way to comfortably…
Ahhhh ok, I was thinking memory slot was a term meaning somehow certain games were better suited to use an exact resolution for textures in regards to RAM. lol! So an art lead will just be like, "yea no 4096's and we're good." Or something along those lines. Sooo then method 1 would be a really nice choice if parts of the…
@ Coyo.Te, Kraken, Lennyagony: Thank you guys! So I have been working on something completely new for sometime. Based on a concept from a new artist, I finished putting in the main features of this Sven set. Next step is refining, detailing and working on the weapon. I would like to point out that the armor is of a stone…
at the distance in your picture I think the small concrete or cement detail would be lost, eg the tiny stones and cracks, and you would mainly be seeing dirt and grime. I'm sure you can do a convincing procedural concrete texture in maya but I've no idea how :) Just as reference (no use to you because its not in maya) most…
Finished this beauty yesterday evening after 95 hours. Best game I have played in a long, long time and easily my Game of the Year. This game really requires you to think logically, explore and use all the tools at your disposal as there really is zero handholding, I loved it. The game really shines in co-op as well. I'm…
Oh, i'am sorry. Can you point the correct information ? because here http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/ says that mettalic should be 0.0 or 1.0 for pure metallic. BUT there is not such a thing as pure metallic materials. this is obvious. From Unreal "For pure…
I think the wood on and around the door could do with a bit more material definition it looks pretty flat the wood on the bucket is looking much better. Just make sure the wood on the building is all the same kind too, it looks like you have 3 or 4 different wood tons really you only want one with maybe a different one for…