So lately I have not had the time to work on my larger environment I started earlier this year. So I decided to work on something on a much smaller scale. I've started planning a sci-fi environment, egyptian-style. I want to play around with UDK's advanced vertex blending, by adding snow! I wish to experiment working on…
Hi I was working on this object when I noticed that my texture doesn't look at all like in 3dsmax ... why that? the texture is 2048x4096 tod is normal village one diffuse in editor is set to 70 70 70 no vertex colors... what can it be and why it comes out so bad? the texture I am uploading to game aren't lookig like 100%…
I ran into a weird issue when exporting an object from 3Ds Max to Unity where blank dots showed up along some edges: The dots are actually see-through, as if there were gaps in the mesh... I've noticed this only happens where two objects meet, even though I've been extra careful to match every vertex's position on both…
Just had a quick question, im making a weapon. It's low poly, around 2000 tris. I plan on making it PBR though with normal map etc Should i model the blade and handle seperatly, as two meshes and combine them when done into one. Or should i make the whole thing from a single mesh to begin with? Modeling the handle…
Hi:) I'm having a couple of issues when using an edible spline. First problem is when I convert a vertex to either bezier corner or smooth, it dosent affect the spline. Never happened before so not sure if there's a workaround here. I created the spline from a surface. Attachment not found. The second problem is the…
Looking at the model, the angles on the inset are less steep than I thought. In that case, I would not split UVs there, only for the edges with steep angles. I attached a modified lowpoly + OpenGl normalmap (added 2 more subdiv levels to highpoly for bake). Hard edges (require split UVs) can be used to adjust the lowpolys…
Thanks for the reply! I already took a sneak peek into virtual textures, but I wasn't sure if sacrificing shader-simplicity to gain memory would be worth the deal. I really don't have a clue how these relate to each other. But now that I'm somewhat deeper into the matter and making my memory calculations, I see my…
I'd also advise, avoiding manual editing by hand because there's tell tale signs of non uniform edge / vertex spacing resulting in an undulating surface over parts of that cage so instead learn to utilise mesh - loop tools / modifiers to introduce a predictable efficient process which will usually derive accuracy for a…
Well for all intents and purposes the cages search distance basically expands the meshes along an averaged vertex normal. ie the objects are bigger, so they may act as if intersecting during the bake. I am guessing you haven't named the finger latch something different to the charging handle so that finger latch is getting…
Here is some progress on the Ruins. I was able to sculpt out and size up a Base Pathwork for the Ruins, Next would be making a few Variants that are more damaged than others. I was also able to create the Large Ruined Wall Pieces. It so far is a bake down from a ZBrush Render: Toolbag Render: Next will come adding some…