hey so im having trouble getting the specular to show up on my blend texture. does anyone know how that works exactly. the blend texture is the moss in the rock walls. i have my specular in my diffuse alpha like the documents say, yet it wont show up. cryengine is also not letting me tile my blend texture. it just has it…
It's all in Zbrush. I usually just start with a really blocky base mesh from any modelling program and dynamesh it at a medium resolution. Then use a clay brush to add and subtract large forms until the approximate shape is there. Dividing up to a higher resolution after the forms are all there I use trim dynamic brush…
OK, you get the happy fun fix. Open your .obj in a text editor, something like Notepad++ that shows line numbers. Jump to line 42612 and make sure all the numbers on that line are different values. If I see two numbers, like 599 and 599, just add or subtract a 1 so they're different. Resave your .obj and try to open it. I…
A quick solution might be to use Tool: Geometry: Mirror and Weld on the blue Z-axis (you may have to temporarily re-position the belt subtool over the center line first so that it mirrors correctly). Then you could move it back into the cube, and set either the belt or the cube to be a subtractive Boolean operation with…
Here you go: I had several problems though, first off all I'm unable to download any of your images so I just used the snipping tool from windows to capture them. Second, a big portion of the grayscale gradient is pure black so there it a little jump in the beginning of the panning. It also isn't linear at all so panning…
I've used this shader a bit, and one of the things that bothered be the most was, it seemed like when you added a cubemap it would be subtractive instead of additive, so if i ever wanted to use a cubemap it would make my model really dark. I dont know if you've updated it since the version i used. Also the general settings…
The normals don't look flipped, it looks more like they have a different smoothing group that the surrounding polys (or they all have no smoothing group at all). Try adding a Smooth modifier (just Smooth, not Turbosmooth or Meshsmooth) on top of the stack (make sure you don't have anything selected or are in any sub-object…
This is intended to be SubD, but being my first go at that stuff I wimped out in most places on it. It was done for fun in preperation for the upcoming CGI fan-film based on StarCraft (if you like SC and are a decent modeler, join us!)... Clearly a WIP (missing a LOT of geometry), but I don't think I can finish it because…
An early look at my Solid Snake sculpt. I want to make a game model that matches the quality of MGSV. I am obviously not there yet, but with a little bit of spit and polish I feel like I'll get there. I updated his design a bit while trying to keep true to the original. I want to be additive rather than subtractive for the…
I would like to recreate a fireball effect from Paper Mario in OpenGL, but I am not sure where to start. Here is a video of the effect: [ame] https://www.youtube.com/watch?v=PklBETCihr0[/ame] When the enemy is attacked with the fire flower, there is a large explosion of fire: This was not achieved via pre-rendered sprites,…