Great first post, I can really see the Brain Blessed influence in the face. If I had to nitpick, maybe the cross-belt or at least the buckle could have done with a bit of geometry to define it, but that's a really a very minor crit. Have you checked out the concept art for Fable 2? Very much a similar style, if you're…
Hi, you can also take a look at this video : https://youtu.be/YgGkLcaELHM?t=14m45s We also have some information in our documentation : https://support.allegorithmic.com/documentation/display/SD5/Functions I made a small sbs example with the if/else: https://www.dropbox.com/s/28okty9ngykoj7e/if_else_example.sbs?dl=1 In…
Nice work so far Maybe if you are looking to have a huge impact, I would change the tint of the architecture stone albedo. Push it more white/neutral, and remove the green tones from the structural components. It will have the effect of popping everything else off against it. Maybe its caused by a moss blend at a partial…
it's definitely a light map problem. what i suggest to fix it, is on your second UV channel make your whole mesh a pelt unwrap so it is only one large piece(this will avoid pixel bleeding like the video alex linked above), then scale the edges to the very borders of the UV coordinates. Stretching is okay on lightmap UVs so…
This idea popped into my head and I had to draw it up before I lost it. Its evening gown style death prophet, Ill do more on it but I want to focus on my lion item for now. I think I can bypass the channel issue by having 3 layers (rgb) and making them all Add blends, or whatever the photoshop equivalent is. Hopefully that…
Thank you ! yeah i was being pretty dumb, what i wanted to do is have the pattern in a way so that i could mask off random squares, just like random masking in a sampler, so what i did i use the image with the pattern already made in a sampler and another sampler as a mask and blended them together, ended up working pretty…
A little of both to be honest. I wasn't sure if sockets (in UE4) replaced the need to create joints for weapons in Maya/3d modeling software. Also, I'm not familiar with how sockets work in UE4, but I'll do some research and google it as well. For the bow it will have its own animations in the sense that there will be a…
@Obscura I split the uv because I thought it was a normal bleeding issue but that wasn't it. They were not split before this try. I'm not sure what you mean by smoothing. This is my low poly and I subdivided for a high poly that I used in Xnormal. Its weird because when I bake in Maya its fine but not in Xnormal. It must…
so i finished the low, all though things got in the way so it took me longer then i wanted :( i baked the normal from it in max, and i get these weird ridges on the stock and barrel, you can see it in the texture below (ive been trying to blend them out) any idea on how to fix this/what im doing wrong? any help is…
There are only two colors: blue and red. Blue indicates front-facing UVs and red indicates backwards-facing UVs. The orange I can only assume is being caused by backwards UVs blending with the green background of your UV Texture Editor. All you need to do is flip that shell so most of it is blue, then unfold it. You may…