In general you want to align your UVs at right angles rather at that 45 degree angle you have now even if it uses more space, as it's way easier to make changes if needed to the normal map (though a good starting bake is the priority) Maxilator brought up the main potential issues, do you understand how smoothing groups on…
Looks sensible to me. But don't take my word for it. Use mayas quick rig to test it out for yourself. You'll need to know how to use the weight painting tools -- plenty of tutorials can get you up to speed on that -- and then you'll have to know enough about animations to at least get them running. But it's worth the time…
Hey Raul let me know if this render looks any better. I really couldn't find any tutorials on shaders for maya(doesn't help that I don't know hypershade as well as I should. I couldn't figure out how to do what you were talking about so I used studio lighting instead. Another thought I have on rendering is that if there…
That is a pretty standard method, tbh there's a whole lot of ways people do it, not just the one you've listed as being for the longest time - I've used this config but with only two bones for the fingers (not ideal generally but was for that particular game). Obviously there's options with even more bones, there's no real…
Fixed the lovely typo. Was posted at 1 in the morning my time :P I was too happy in spreading the news. As for folks wanting to revive quake map authoring I am all for it! It is a bit worrying though with finding good tutorials now though... Site that used to host them have been falling like flies :( It is very tricky to…
Okay, So I followed the pixel process tutorial and created this http://i.imgur.com/GlLITFM.png Now I want to expand off the pixel process tutorial and create a transformation 2d that basically "zooms"/scales the pixel shown so that it can be used as a 512 (since a 4k texture is unusable as a brush size) So I've taken a…
Nice progress so far, heres some things you might want to have in mind: 1) The edges are inconsistent trough the model, making it look pretty weird. 2) In a part like this i would just go and make it once piece, theres no need to have it separated. Let the normal map do its work. From your uvs wires i can see you also have…
Thanks everyone, really happy so many people like this. Also thanks for the suggestions Here you go, I am sure there is a lot better and more effective ways how to do it, but here is what I did: Basically most of the stuff is made up of 3 different "layers". There is the normal window surface, then the little raindrops who…
Sure. I just start with a flat color and then start laying down details that make it seem like what it's supposed to be. (I know, that sounds like an oversimplification) I made up an example, just to show what I'm talking about: http://i41.tinypic.com/13z6a9f.jpg It doesn't really explain the process explicitly, but it…
The program is doing something normally requiring laser scanning or the like, so for rotated images it does require a decent mask to work. The help files goes into detail about masking. If you have a clear background color setting the mask is fairly simple, you usually only have to paint out a few bits here and there. On…