Hello, This kind of question cannot be replied in generic terms, as there are many more factors involved than one may candidly assume. - First off for the case of the above screenshot, your best bet is to research whatever game this is from specifically : check if there is some sort of debug mode available to inspect the…
i have a problem regarding the winding of uv's, when mirroring normal maps. usually the reversed winding(=flipped uv's) is fixed by the shader in the engine, so the normal maps render right on both sides of the model. the hardware i'm working on does not support this. is there a way to fix this? the only solution i have in…
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
So I have a scene that is dynamically lit, but the few static meshes that I have in the scene seem to have artefacts: 1. Tabletop seems to be just one block of shadow - the mesh normals are pointing in the right direction, UVs seem to be ok, making the material double sided had no effect. The assets are sitting under a…
As far as I can tell there's not unified wind system in the UDK that ties into the physics. There are wind emitters but they're almost certainly made specifically to work with the InteractiveFoliageActors and nothing else. What kind of object are you trying to have affected by wind?
I have the following hierarchy in C4d, seems fairly logical and I can get single meshes deforming just fine; however - I have no idea how to deform multiple child meshes using bind. I tried binding the bones and the shoes together and my shoe just flew off at some arbitary angle when using the controllers, like so: I was…
Hi there, I'm in the midst of trying to take a very detailed organic sub-d mesh and clean up the topology so it can be taken into Mudbox. What I really need is a (preferably free) plugin/tool that can highlight any tris or n-gons within the mesh, so I can go in and quad those areas before importing them to Mudbox. I used…
Hello ! No problem. Models from high profile games from this era (PS3/360) are IMHO excellent examples of what can be done with a reasonnable budget. Not only in terms of raw numbers (tris # and texture sizes) but also because they're good reality checks on what matters and where to cleverly cut corners, in turn giving you…
Thanks! It's no problem. I don't mind talking about this stuff because there is a lot of misunderstanding on the topic these days; especially with the Tea Party trying to co-opt that particular movement. Pretty awesome how well Ron Paul did in Iowa -- I think it would be a glorious trainwreck if he ever made it to…
First of all, I love that prop, great job! I agree with the others about the wear. I feel it and the level of dirt, in this case the lack of it, is inconsistent. Some notes on what I'd expect to see on a jukebox this worn: My rule of thumb for grime: - It accumulates in corners, hard to reach crannies and under overhangs…