Your NM artifacts is your projecting rays in search for hi-res target going too far away and make details reflecting in each other like in mirror. And since Painter does set the distance as a value/ a share of some cubical bounding box around it's always a problem for something long and stretched. Typical workaround is…
My golden rule, get it in engine. Substance viewport really does a great job to give a nice result within Substance, but the target should always be the engine you'll be working in for your final. Roughness maps for instance, I've rarely, if ever had them match 1:1 in Substance compared to UE. I too get the normal map…
In addition to real world references for the gun you want to make, it might also be helpful to gather some reference of other people's work on the same subject. That would help give you a target for quality and detail. https://www.artstation.com/artwork/0B40y https://www.artstation.com/artwork/8LmER…
Yo! I have been working hard at this project but had a lil' problem with my login in here at Polycount, so I couldn't keep the thread up to date. I've more or less finished the high poly in Max. As I said at the start of this thread I made up a new sci-fi type weapon system. What was the IR light (I assume) on the original…
Hi, here are the notes I got and how I tried to fix them 1- Clarity when hitting the ball I kept the sword and right hand away from the ball when the tail hits it. Also didnt turn his body as much at that moment. 2- Tail length The tail isn't actually long enough to be completely wraped around his body, the first time I…
Unfortunately it looks like you went to whats commonly known as a "diploma mill", a school designed to get your money while pushing you along until graduation without any care for what your actual skills are or if they're good enough to get actual work (whether you can pay or not doesn't matter in the US after all, since…
Great article about the latest trailer: http://www.gamesindustry.biz/articles/2012-05-31-cant-we-discuss-this-like-adults?utm_source=newsletter&utm_medium=email&utm_campaign=european-daily Key bit: It's not the fact that there are nuns in the game who then turn out to be sexy nun assassins in suspender belts. You want sexy…
Wasn't around yesterday much, so I got working on figuring out the normals through the night. Not much physical progress to show, but I've really cleared my head about how I'm going to approach the next few stages so I'm quite encouraged at the moment. I started yesterday with little knowledge or experience of hard surface…
Here are my thoughts on the WIP, they're more a basic analysis of what your animations are saying (to help with any tunnel vision) than a judgement of quality, but hopefully they're still constructive. Idle Anim: The unbalanced rhythm between the arms and the body gives a good unhinged demeanor. It's subtle, but I'd be…
Definitely some good reduction, but there's still some edges you could collapse down rather than delete outright. Going back to #4 of what I said earlier you can still bring lots of edges to tris where you're still continuing them through the whole model Like I said before as soon as they stop being useful terminate them.…