Thanks for the thread and focus on a blender-quixel pipeline. For me, was some confusion with understanding the differences in legacy to suite, example... The (awesome(older) tutorials one being the chainsaw. With legacy ddo, the .fbx file was in place to import into blender and add materials to your project. With quixel…
1) you have a lot of shadows baked into your diffuse. 2) You have some objects that stick up pretty high and just can't be faked with a normal map all that well. Those two things combined really are counter productive. 3) You should trim that plane down so it crops to the alpha a lot tighter. It really depends on how your…
yeah just have a look at the animated GIF's on the TexTools website, they should kind of explain what each one does. My big inspiration back then was Headus UV layout which is a kick as but sadly very expensive UV software. The problem with headus was however that it would sometimes break the topology or crash on n-gon…
The pistol's barrel - especially the bore - is odd. Gun barrels - whether the more common round or the older octagonal/hexagonal - are symmetrical. The bore is always basically cylindrical, and it's always centered in the barrel. Even an old black-powder pistol will be under a great deal of pressure - more than 10,000 psi.…
Thanks Jipe, some great comments. Yeah I see where you're coming from on the lack of experience thing, I guess it doesn't make sense to expect a studio to hire you freelance without knowing if you're capable of the workflow/deadline from previous experience. I should rephrase my original question. I'm totally open to…
Frell, you can do anything that tickles your fancy! In honor of the SDK release and new customization stuffs coming to chivalry, we are also holding a contest for emblems to be placed into our customization setup! The devs will choose the best ones and the winners will get their emblem placed into our customization setup,…
I honestly dont know how widely used 2048 textures are used like a lot of people think they are. Most guns actually use 1024's. Most common used texture rez's are 512's for games today. Most props, depending on how big they are would be a 512, some times lower and in some cases 1024's. Really depends on how big the prop is…
i started out in zb, then used mb when it came out and now mostly use mb. mudbox was designed as a production tool. its designed for sculpting, painting and map extraction. it was designed to be used along side maya or max and does not duplicate any of the features in those packages. it also has some integration features…
From the perspective of a specialist PC builder I would say 512mb Radeon X800XT (cheap as dirt now but good pixil pushin performance) or a Geforce 7900GT if you have a bit more $$ Intel 6300/6400 core duo DFI lanparty motherboard 2gb Corsair XMS Expert series RAM 2 x Western Digital Raptor 200gb drives SATA (if you have…
Nice crit, Adam... WinglessXAngel: I'd say you need to work on lighting - there's no obvious evident direction of a light source in this image. As a result, all the cloth folds are just looking messy and not very well thought out. I think you seem to be lighting the folds of cloth under the chin wrongly - you've got…