The soda machine: You have a shot from ZBrush showing 2,400,000 polys. That's not impressing me one bit. The above image is fewer polys than your soda machine high poly. So I wouldn't put that kind of info up there on your high polys. Your low poly on the soda machine, has a rediculous amount of unnecessary verts. 512…
Welcome to the 'Retro 3D FAQ', a thread dedicated to sharing information about the creation of 3D art for game consoles made before the age of programmable pixel shaders. If you enjoy the look of 3D games from the 90's and early 2000's, and would like to learn how to make such art yourself, this is the thread for you! :)…
I love the model. However I think the texture is letting it down. As Vig says, the general grey colour of the armour is too light. It's also fairly ambiguous as to what material it is... yeah it could be some sort of iron I guess, but equally it could be shiny bumpy plastic. I reckon you'd do well to examine some reference…
My biggest issue with this sort of scheme is that, even if you've got good textures there, and they look cool in your preview renders, that doesn't mean they will easily fit into the art style/tech of any given game/engine. If you consider this, while your textures look finished, there is a very low likely hood that i…
ok here are a few things I noticed with the models and textures. -That handpainted texturetile... why was that done at 4096? you scaled it down to 512 so why not work at a resolution that is easier to work with? -The rock has massive texture in the visible area of it. Did you bake it? did you use crazybump? -The bridge…
Hello, I have a model here (a "Vespa 150 TAP", if you wanted reference) and am having trouble deciding how I should divide it up material-wise for UV maps / importing to substance painter. I figured this would have been an easy thing to google, but I can't seem to find any tutorials or threads that talk about this (or I'm…
Working on a stylized environment for a personal project using Unreal Engine 5.2. Currently fine-tuning the Kuwahara effect + Outline post process to create the effect I wanted. https://www.youtube.com/watch?v=sWtChf0hCeU
If you want to increase the strength of the normal map, a quick way is open it in Photoshop, duplicate the layer, and set the duped layer to overlay. It will double the strength. Do not go too crazy or it will look jacked up. Edge padding is for mip mapping, or more specifically to fix the issues caused from mip maps. When…
So I think the main issue that it would cause it to update every other render is because of scope. You have the script in global scope. The variable be is used in the function, but defined after it. There were a few other issues. I chopped it up and came up with this, it outputs an updated bitmap to disk every time: ( bp =…