So the actual faces on the model are facing the wrong way? Or your UV pieces are flipped or overlapping? An ounce prevention is worth a pound of cure. Turn off backface culling (right click > object properties) Warning effects performance... Use the Symmetry modifier instead of the mirror tool. Manually flip any faces that…
Ok, 29th times the charm? not really. specular indirect is a tiny bit better, but i think im going to need to crank up the samples even more For this one i dropped the diffuse a little bit and raised the specular samples and the ray depth, I also upped the low light threshold by 5 times the diffuse looks ok despite…
https://docs.unrealengine.com/en-US/Engine/Content/Tools/PivotPainter/index.html The pivot painter tool is a tool provided by Epic that writes the position and rotation of submeshes in a texture, which allows some cool effects in the shader. Unreal has some prebuilt nodes in the material editor specifically for this tool.…
Hello poopipe!! As Ravel said, clean topology doesn´t mean always quads. It is good to use quads because this are the ones that work better when using a subdivision modifier. Besides, using quads is going to save your life when making loops and support edges because it is clear for the program where to set the vertices…
I'm not sure what the difference is I personally use 3dsmax, this user used XSI cause you have to create tangants in XSI. Here is the process maybe it will clear it up. Build half of the mesh/model Unwrap it Texture it Apply Symmetry Export I think its an engine issue, but i don't understand why. Would offsetting the…
ha! I am actually required to find a mentor for a class so I can graduate. Someone who will, give feedback, and critiques of my work, possibly some pointers about Character modeling during my 10 week course. In the little experience I've had with character modeling in 3DSmax and even less in Zbrush I've found that just…
I'm currently breaking stuff appart in Crysis 2 to see how they built the environment, and basically every major piece is not modular at all. I did some extraction of meshes in 3dsMax and I could see that the pivot point of those meshes was in the center of the world, but not the object. So you guys did make the object…
This would be great - as mentioned the current 3DSMax and Maya DOTA2 shaders, while great, don't behave in-game exactly as they do in the 3D app (spec, gloss and metalness especially) meaning lots of slow, manual tweaking (tweak/ save/ reload/ test) in the game editor AFTER you've "finalised" your textures. If the shader…
http://www.polycount.com/forum/showthread.php?p=2012564#post2012564 Simple clone. Works good on uniform objects like a cylinder or box. http://www.polycount.com/forum/showthread.php?p=1488069#post1488069 Using shrinkwrap, Wrap-it, make live, max-retopo or whatever surface conforming method you like.…
I haven't tried them but I bet they would work pretty well. One thing I just remembered is, substance materials come with a few sand materials that each have their own variety of changeable parameters. The best part is they tile, and using a plane you can bake out spec, normal, diffuse and AO maps. You can then do like…