I'm getting this: [Warning] XML reader: Can't open file (u_bunker_back_tiles.mtl) Error parsing <u_bunker_back_tiles.mtl>: XML reader: Can't open file (u_bunker_back_tiles.mtl) The thing is, I can apply my material to any in-game geo (models that come with the sdk) and the tessellation shows up just fine. However, when I…
I took your advice again and tweaked some colors. I also set up a basic 3-point light system in Marmoset to render it out. Unfortunately when I went to apply to the internship, the listing had been taken down. It was there when I went to double check that I had all the files they asked for, but it was gone within an hour,…
As Mik Said, the Highpoly portion of Game Art is still a very relevant, if not more relevant than ever, aspect of the Game art pipeline. It allows you to transfer high resolution details onto low resolution optimized geometry to emulate a more detailed appearance. If the question is more in regards to subject matter, the…
Human Character Pearl Stage E Retopo The monster was very easy toretopologize since the legs were the only real moving part, but for Pearl had to take more time in detail to achive future "blend shapes", or in Blender case "Shape keys". Beginning retopo of the face. Retopo of the model with mirror modifier unnaplied.…
Applies the Matte/Shadow material which is used to capture and composite shadows. If you have a object rendered separately you create geometry that the object will cast a shadow onto, you want to capture the shadow but not render the geometry. I often get an environment and have to render a character separately but the…
Here are a few screen grabs (the top two with the normal applied using Xoliul's shader) of my current progress. The current low sits at 15,222 tris, and I've some serious optimization left to go. My target is 14k. I've got two 1024's applied with most of the organic elements contained in one map, and all of the clothing…
That is a lot to take in, and some pretty old info but could apply to what you're doing... I guess... Hopefully that didn't confuse you too much. As for the how, that's where the line between programing and art starts to get a bit fuzzy. A lot of the how, is dependent on what engine and what file formats they plan on…
I recreated it and its perfectly fine here. in max 2008 DX/standardfx. I dont think your normal map is 100% right.. may be I am wrong but it has some jigglez and wiggles where there should be smooth surface.. that has nothing to do with your issue though.. I think you should play with hw shader settings a bit. >>IF…
Thanks for the replys. Now in that photo of the Normandy. The tiling texture that the two figures are standing under and the other tiling texture that leads to the door way. Is that all one model and just have multi materials applied to it or do you think its seperated? If anyone has any wireframes of the normandy Id like…
I imported your model, applied an edit poly modifier, and applied a turbo smooth and it came out just fine... Have you tried re-importing that .obj instead of using your saved mesh? A lot of times when this kind of thing happens with Max, I found that the mesh is corrupt somewhere and exporting it fixes the problem somehow…