No pretty sure they are the exact same space. TeZzy said: Thats really weird I'm 100% positive I used the same maps. Did you get any errors? Edit: I managed to get everything working but I had to use Marmost and I had to break everything out so that each piece was separate from each other.
@miauu Thx Works so far, I only get issues with values like 12,5 - I get syntax errors. I tried 12.5 or 25/2 (does nothing). How can I add float values? menuItem setGridSpacing25/2 "12,5" checked:false
WIP 9 Refined edge wear and damage on body and face. Fixed face errors. Added eyelashes. Still trying to resolve how to get the upper torso to 8k tris without losing silhouette landmarks. Any feedback? Anything that could be improved? I keep thinking at this back end of the stage, I'm missing how to get this to really pop…
I'd use existing masks and helmets as a reference. You have to make sure that it is thick enough to be sturdy, and will fit over an actual human head. You probably need to get some measurements from his head, you don't want it to be too wide or narrow in places. Printing something like this is going to be expensive, and…
I'd definitely remove the bevels and make smoother edges via normals. Though it's a fact that current / next gen characters use way more tri's doesn't mean that a high tri-count should be your goal. It's about efficiency ^^ Model looks good so far, only the shield looks like it has a smoothing error. Like the concept,…
i did not do the pose or gun Characters done for Tactical Assault.pretty old now (dec 2010). These were my first game ready models, their are some errors (high poly count, proportions etc.) but i tried to learned as much as possible when making him. learned a TON and ready for the next tri count is 20,000 tris @_@ and some…
This is generally caused by a triangulation mismatch between the baking software and the rendering software. To solve this you'll need to export a triangulated mesh and rebake the normal maps, and use the same triangulated mesh in every application that you're viewing the mesh in. When using quads or ngons, different…
Anyone get the error when trying to import your weapon "Name contains an invalid character" ? I copy/pasted the exact example here, and edited it to suit my entry. WP(weapon)_hbl(HeavyBlunt)_Maul(weapon name)_Variant_## I wrote WP(weapon)_hbl(Brandistock)_Spear(BurningFist)_Variant_01 Any ideas? Never used unreal. Thanks.
Hey there, welcome to polycount. From what I can see it looks like your low poly is just one smoothing group. Just a simple Auto smooth should fix that. Each section of your low poly model has sharp 90 degree corners. these need to be broken into separate UV shells in your UV map. That should fix these errors.
I used Zbrush for quite some time (organic stuff). Problem is, you need to project the highpoly to the lowpoly and that causes the lowpoly to change, what can be really bad for the silhouette. Well, Zbrush never gave me artifacts or errors in my nornal maps. Now, I use Xnormal. It needs some fixing and retouching from time…