The one thing I notice right off the bat is that your high poly details are too minimal to be successfully transfered to a normal map. Exaggerate the forms, and stay away from sharp or 90 degree angles; they won't show up well at all. Also your high poly seems quite sloppy, most of the forms are "squishy" and have…
Nevermind. A friend just told me how to fix this: just remove the joints from the layer. This creates the lock error above. As I asked before, is it possible to create control curve to drive the fingers animation? My mocap doesn't include fingers animation, so I'm considering animating them with traditional keyframe…
Best to bake in 3ds Max, or in Xnormal. Depends on the game you're trying to export to, you want the baker and engine to match in the way they use normal maps, otherwise you'll see more errors. Some tutorials here http://wiki.polycount.com/NormalMap#Tutorials To keep the shape, you can add supporting edge loops in Max.…
You are right, but I can't make it work, it gives me an error in the initialization in the video recorder. Well, it has changed a lot. The right part didn't existed, just to mention one thing A shame you don't like it, it's just a fantasy scene and a visual exercise not a hyperrealistic recreation of somewhat in the world.…
I'd like to export it so that I can blur the maps while having control and not having seams. I'm not sure if UDK has a feature for bluring cube maps (with decent control) or not. As far as export, I originally tried to export the cube map texture itself but it seems there isn't an export option for it (there was an error).…
Hey man, great work. I agree with the rest of the posters here. Also I woulod have liked to see your site in more details but it is loading extremely slow for me and trying to access on of your 3d models through the thumbnail gave me an error of file not found. Maybe something is wrong with your hosting company. Just…
Thats an error, emissive is the alpha channel. A screenshot in the cosmetic item tutorial shows you have to set the mask texture as TC_Default compression (not normal map), and TEXTUREGROUP_Character for the LOD group. After that you just check the options you want to use inside the material (MIC), so if you have…
Well....bugger. I cannot launch the SDK, I've tried a number of different solutions found online (it's that dam bugsplat.dll error) not to mention I realise now I don't have the mask texture for masterson which I need to implement into my mask texture! I guess I'll at least have time now to create a brain and upload this…
Okay so i only had access to the one image above (the black one with the blood splatters, and the arrows). And i've managed to make both a specular, and metalness version, with no problems. i don't really see how PBR seems to "fall apart", i think this is largely a case of artist error. here's a zip file with the textures…
That should not affect it unless the verts are getting auto-optimized somehow. Also, it might be xnormal. I haven't had success with this, but worth a try. In xnormal go to the plugins button on the bottom left of the main UI. Then Triangulators tab --> select "Default Triangulator --> Click configure The two settings in…