YOUHOU ! Thank you so much !!! AlecMoody, I have removed the top surface, and here are my result : This is ... perfect :) But, just a question then I set this thread to solved : Is it a good process to bake element separatly to add them on a model normal map with photoshop ? Thank you thank you thank you thank you !
Latest state of the union. Still trying to figure technology out. I created a simple black and white mask for the water and plugged it into roughness output, but reflection doesn't work properly. There are 2 reflections looks like, separated by a sharp ugly line which shifts when you looks up or down. No idea how to solve…
@MarcoAntonio I will make some modification's to the high poly and post them here once i'll be done unwrapping the UVs. @Zablorg I was planning to use Marmoset's paint skew to solve that problem. EDIT : I thought about it and your way might be better than painting over so many pieces. I'll be trying that first
I solved the Problem^^ It really depends on the uv maps and not on the mask_1. I currently using 3ds max and just made a little offset in the uv-editor and it works: So thank you for your help :-) But now ich have another issue, the glaive now spins wrong. I hope you can see the issue on this picture....
Only thing I can think of from an animation standpoint is whether or not you would be holding the AK upright when crawling, if you try to act out these animations yourself with a piece of cardboard you can generally solve some of these little problems :) Love the progress though, it has come a long way, keep it up!
http://polycount.com/discussion/143914/solved-installation-issues-only-one-machine#latest Here is a previous thread I made on the subject back in the 1.8 days because I had similar issues. Guess I'll see if the fix still works with 2.0 - Eric suggests you should be able to install on 5 machines.
You can see it here: https://www.youtube.com/watch?v=rxM6QVwrzBg&feature=player_detailpage#t=1196 but once you start adding drastic meshs the technique goes out the window. It's an age old problem and that Unity script solves it but I wonder were the con is, if it is indeed a type of decal then the draw calls would…
your cage is causing the bake to average the faces together and treat it almost like a cylinder. you can see in places the bolts are pointing towards the centre of the face they are on. to solve this you need to add in some edge loops on your bake mesh, nothing permanent, just something to guide the auto cage when you bake…
It's a nice build with just one nag from me, if your going to use the stock cooler then add a fan to the side of the 200R. If not your blowing heat into the centre of the case. My pref to solve this would be a cooler that blows out the back (toward the back fan) and this will also cool your ram if it's a push & pull…
Looks a lot better now! I feel the feet are still a bit distracting, being one of the biggest brightest part of the character, I tried to solve it by desaturate and darken them in my PO, you dont have to do it that way, but I would definitely take some time in figuring it out. maybe change the color?