Hi everyone, my level design tools for Unity are a 33% off for the next 22 hours SabreCSG allows you to build levels in-engine by using additive and subtractive brushes allowing you to very rapidly and non-destructively build and iterate levels. By using brushes and CSG you're able to make both small and huge changes very…
Hi there. Odin here. I'm learning to create 3D characters and having a go at the workflow. First time using the software packages so want to share my journey so far(long month of trying to figure out menus lol). If you have any tips and tricks, feel free to share and critiques are always welcome. Started modeling in maya…
Normal maps need to be scaled from 0..1 to -1..1 so usually you multiply by two and subtract one. Aside from that I'm not really sure what you're trying to do - my best guess is you want to eliminate a seam between two meshes and rather than using a normal map you're planning to do it by adjusting the vertex normals using…
It's been rock solid for me, Make Boolean Mesh does seem to be pretty CPU intensive though. Here's my "not a hardsurface artists" 5 minute model I used zmodeler to quickly add nicer edge loops to the master cylinder shape and the rest of the shapes where placed in Max using the array tool. I'll probably be using it for…
it's a rather easy effect. what you basicly do is blur the image, subtract the blurred from the original to get the difference and then add it to the original again. marked in red is the "optional" mask part not gonna go into the blurring algorithm since it's just the same scene texture offset once in all 4 directions by 1…
I'm probably totally putting my foot in my mouth here, but couldn't you also create two dot products, multiplied to have different "reach", and subtract one with the other to get the edge mask? Another slightly different idea you could do is map an RGB gradient to the dot product and use that as a mask for different…
The bottom right has the math to extract my two masks. I subtract .5 to pull the 127 to 255 range (really .5 to 1) down to 0-127 (0-.5). Then I multiply that by two to stretch it to 0-255 (0-1), then clamp it in case any values were greater than 1. For the other mask in 0-127, I simply multiply by 2 to expand it 0-255,…
So the high poly version of the helmet is 95% done. Just have a few more details to add and subtract. The rest of the body is just a block out. After blocking the rest out, I will then begin to detail each part. I just wanted to show my WIP on this helmet. Any suggestions? I had a lot of trouble on getting the right shape…
Not sure if anyone noticed this yet but what i found is that since my gloss map was the one always cutting off, there had to be something there that was causing an issue. I went in and changed a layer's blend mode in substance from subtract (as stated in the error text) to multiply and it exported fully. Though i still…
Ack! To match your first UDK scene post on Polycount, here is my first solid criticsm of this scene. Much like Conan on his clueless gamer reviews. Here is my criticsm and score: The scene shown is somewhere in between a Batmobile and a Shelby Cobra but with a Tyrannosaurus Rex powered ion engine. Numerical score, you are…