Well, since you asked... I have been making custom hats for tf2! Conquistador Helmet Umbrella Hat SandVich Hat Spypatch the smoothing errors have been fixed on this one. just CBA to make a new promo pic.
Just throwing in a bit of general info here, blender exports .objs and meshes in general @ 1/100 of max's default scale... this leads to problems in udk/ce2 and so on since those rebuild the meshes and tend to delete stuff :) @keen: awesome work
My 2 cents would be to no panic. A lot of the maps are self explanatory by their names alone, and have old/current gen equivalents already. The best thing to do is as slosh suggested and get down and dirty with it in a PBR renderer like TB2 or UE4 or something.
sorry if this question has asked before. I want to ask about the grayscale value on Metalness map. How the shader will deal with it ? (especially TB2 and UE4). is it Metal? with black diffuse and reflectivity is pulled from the albedo map ? or it'll treat as non-metallics ?
there is also quicksave maps which is pretty decent, and aside from that all i use is my own actions, and ndo2. http://felixschlitter.com/snippets/quick-save-maps running cs5 on one computer and still useing cs2 on my other comp.
Just about finished, I think. Modelled the pneumo-wand and an angle grinder attachment for it, and put the compressed CO2 tank on him. I just need to fix up the bottom of the helmet, and I think I'll be ready to do the low-poly mesh.
Mintoes and Mentos are two different candies. Mentos have a an outer shell which seems to be a very good surface for CO2 bubbles to form, on that note it would be very uncomfortable to try and swallow an unchewed Mentos to see what would happen in your stomach.
Wow Andrion, forgot you're on here! Yes I'm still having trouble but I'm going to test the pen on CS2 at work and see how that goes. Thank you for your help everyone. I'll let you know if I get it fixed.
Still working on this in between other things (and not touching it in awhile), here's a small update: full pic of the track. Above is in TB2; the full thing will be in UE4. I'm going to be using 4.13 decals and tiling textures for the large pieces.
If you want feedback on an unfinished model then it would probably be more beneficial posting wire frames and your uv layout as well as a clay render. UE4(4.13 has new showcase features) or TB2 are great options.