One thing that I've always been told for texturing is to make your work tell a story. For example the Axe thingy mabob (sorry not sure what to call it) it does look rather plain, there is no wear and tear on the model. Try to make the final piece looked used, maybe some battle scars, discolored wood where its been held…
I've been getting back into texture work and am always interested in reading ANYTHING about HALO art. Even this old stuff! :) I noticed one of the screenshots, https://s3-us-west-2.amazonaws.com/polycount/halo4/m80a.jpg REALLY reminded me of DOOM 3 and I checked and sure enough Kenneth Scott was a senior art director on…
We are looking for 3D artists and coders for our game Rotting circuits. It's a open world sandbox survival game set in 2050, think terminator meets the walking dead. As a 3D artist you'll be working on the following in no particular order environment fabrication, prop fabrication and character creation. As a coder you will…
Thanks for the help so far guys. Ok so i still have;nt manage to figure out the overlapping i am about as useful as a bag of hammers when it comes to Mel. I have a new question either way, i want to create a boundry which is adjustable using two intSLiderGrp. So say a limit on the x and z axis which the user dictates. Then…
Actually the Blinn and Blinn Phong are the same thing. Blinn's method for specular highlights is an approximation of Phong's which is a mathematically accurate model for pure specular surfaces. Blinn's is faster to compute with slightly lower accuracy. Essentially you get a softer wider highlight for the same exponent.…
@Panda : I agree, edge sharpness is something that I still struggle with. When I start modeling, I am very careful that the edges are softer, but then 15 min in I notice that I am making edges that look like they came fresh from a CNC mill. :poly141: To combat that, I started using Toolbag, so the edges can be checked…
Hi! What does the mesh shading of the lowpoly look like? Is it the same on all parts using the same texture? Are the stacked shells oriented in the same direction? I would expect the final shading (normal map applied) to look off for each part that's reusing texture but that has mesh shading that's different than the part…
I wrote a nice little photoshop script for this a few years back, its on the page D1ver shared earlier. http://www.markverkerk.nl/wp-content/otheruploads/PhotoshopExporter.rar Regardless of what script you go with you can make an action that simple only runs that script, and then assign a keyboard shortcut to the action.…
So been going through this same issue both in toolbag n painter, turns out EQ was right I break the UVs and split sg using uv island and problem was gone. However just to make my life difficult I am like what if my td wants it all in one UV island so when texturing unique details there is no breakup (seamless) now the…
What's happening is that the corner verts have corresponding verts to weld to, the others do not. This results in an open border of a large n-gon. There are 2 ways to go from here: weld or collapse the four corner verts and cap them. This will result in large n-gons which can be further cleaned up now that the mesh is…