Hey all, my name is Jordan and I was tasked with creating some foliage for the game. This is my first time using alpha transparencies for plants, so I only had a rough idea of where to start. Luckily, Polycount had a great page on the topic that gave me some ideas on where to start. These are some maps I made for some…
Not in Ddo. But inside your 3d suite. That I know of, the causes of seams like this are, the smoothing groups on the low poly or the Unwrap. I would start with the smoothing groups and to test just make the top and sides one group.(Max) I am a max user. Or with Maya make a soft edge. Rebake. If there is a break in the UV…
This is turning out really awesome! The wall pieces with the wiring(underneath the windows) look amazing. Perfect amount of liberties taken with how the steel crosses over the trims, very interesting to look at. My only critique/suggestion is with the main walkway. I think trying to stick with the overall…
You can use XView for overlapping UV selection Views->XView->Overlapping UV's than pick Views->XView->Select Results Only problem is, that the object has to be a collapsed edit mesh/or poly object no stack or edit mesh/edit poly modifier Pretty stupid limitation, as it would be great if XView would simply place a "Mesh…
Scanned documents can be brought in as layers like that from Optical Character Recognition. Basically scanners try to separate text so it can be treated like text instead of an image (to be able to search text and things like that). This would also explain the whited out areas behind the text (I think the guy claims its…
Ok, great. It will be very easy to do this. You can create a base material graph with diffuse/spec/gloss/normal and then pipe that into the material filters to add weathering effects. You can then choose how different effects propagate to the different channels with simple controls on the material color blend node. I will…
Ahhh reason its looking poor is that your spec map isnt even a spec map... its a greyscale diffuse map. Your spec map should contain colour for a start. It will help sell the different materials a hell of a lot more. But also it wouldn't look totally different. Lets tkae your Gorefang model as an example... Look at the…
I think that is mostly due to the UV's. I use Roadkill to lay out my UV's and it really does a great job of minimizing stretching and shrinking. To create the normal map on this guy I used Zmapper in Zbrush. I created the low poly first and laid out the UV's and brought it into Zbrush to sculpt. Then I took it back down to…
ScottJ that paper was a great read, thanks :poly142: If you're going to revise it maybe replace all commas with periods? Epic sentence: "Using these parts the model can be created from using extrude, cut, bevel and other tools to give this flat plane depth and 3D shape, while most of the UV map will be good, after altering…
i dunno if everyone just skipped over claydough's solution or what. :poly121: for many issues this is pretty fantastic, claydough! I think you may be trying to get something that will work in all cases, though. For me, the biggest issue is scaling from a local pivot on each contiguous selection of faces/edges, moving or…