Hello all, When I have my model in Maya or 3Ds Max I have no discrepancies or problems along the UV islands on my model. But when I bring the model into Unity I get these funny dark shadows along the seams. I was wondering if anyone has encountered this problem before or could give me any ideas how to get around it?
So, I'm trying to make a tileable alpha in zbrush using the method wear you get a snap shot from the 2.5 canvas. The thing is when I go to use the 'tilde' key (~) to move the canvas about so i can fill in the gaps it doesn't let me. Anybody know what could be wrong or if anyone has experienced this. It's so frustrating :|
Would the glass just be a normal map with specular? -But how would you achieve that distortion/noise? If the glass is the normal map, how would you have the gaps between the green/blue hexagons and the holes within them as a normal map? (do you simply add 2 normal maps in material editor in UE4?) Thank you. It overlays on…
I noticed when playing GW2 that when looking at one of the legendary greatswords (ex: [ame=" https://www.youtube.com/watch?v=SbWI7WQD_TA"]Sunrise[/ame]) that a photo image within moves around when you move the character. Would anyone have an idea as to how they were able to do this?
Usually it's a layered approach. The main surface will be tiled and then extra information will be applied through decals and texture blending based on various masks - some of which will be unique, some will be tiled at different rates.
Any tips on how to make this seamless? It's for a game ready asset and it's been quite the bugger to get right. I've come close using the Ninja Dojo UV tools for Maya, but then I sacrifice having the nice vertical columns shown on the chair and instead get a nasty pattern warp. Would this be where multiple UV sets comes…
Im looking for some contract or freelance work due to some extra hours I have during the week and weekend as of the posting date of this thread. I have 1 year of freelance experience and 2 years in the military simulation industry as an artist. If you would like to see my resume you can contact me by email:…
Hi I am new to nature modeling such as rocks, cliffs, logs, trees and suff like that & I was wondering if anybody knows how to model and unwrap rocks in zbrush/max 11 that are like the mesa rock in UDK's preshipped assets or halo: Reach's rock & cliffs. Also if anybody could show me how to add detail like in Halo Reach's…