I remember there was an example on the wiki with some circular floor piece and hand painted brick texture on it showing how its done but I couldn't find it now.
http://wiki.polycount.com/wiki/Normal_Map_Modeling#Edge_Thickness Quick tip: Look at how Thick the edge are on this example. :) Just a small helper for when you start modelling the highpoly :)
If that was possible, u could easily select faces in the 3d view and uvmap them to a trim sheet for example. Especially if the faces are many. If there was a script to do this that would be awesome :- )
Happy new Bi-Monthly! Nice concepts and work in progresses. @MikeKhine I think the blockout captures the concept nicely. Good job transferring the lighting/atmosphere! How are you planning to texture? Will you make use of trims? Will you add cats? Looking forward to updates. @J_East96 I think so far the blockout looks…
The same happened with Arch model collections such as Evermotion. Almost all people use the same assets. Here's an example: https://youtu.be/rLDwP5lWdxw https://youtu.be/bsvbisleQ4E
yes i was trying to base it of some of the colours I have selected here, im thinking of changin a few things for example the colour of the large telescope and the walls
I wonder what % of the INDIE users will receive "Audit Letters" during month 1. (obtuse example : https://forums.cgsociety.org/t/got-audited-by-autodesk/1870442/ )
Hello Polycount. here's an example of some of the models i've uploaded yesterday to my Artstation: I have a couple more in there: https://www.artstation.com/macebo Thanks <3
I would look into Maxscript to solve this. You could look at this script as an example, and expand upon it if needed. http://www.scriptspot.com/3ds-max/scripts/max-defaults