well best is to avoid material face id's at all because its a max unique thing and not every other engine or 3d app supports it. And yes basically what max does for you is creating a multi-sub material with all the sub materials in it. And because the order of those sub materials tells them apart you need to assign the…
Hello, I'm having a horrible issue with Maya LT which I paid for :( Basically I will be working on something and all of the sudden it freezes... My CPU usage for Maya LT goes to 0% and I have to end process to get it to close. This is super annoying since I pay their fee and the software doesn't even work properly. It…
ok...I just think it was for render purpose.... however I use to join the head to the body as one single objects but differents Material ID (specially for create separate UV space and not deal with overlapping or blurred maps when I knock down the resolution for testing in Unreal or Unity ) , I lost resolution I know in…
Does the normal map have an alpha? But I would focus more on the item. This needs some serious work. The details are all wrong, and you are wasting texture space. Take a serious look at the items accepted for him, as well as some of the top submissions:…
Varies how I do the materials, either vertex colour or colour ID :) In this case I'm using a colour ID map with up to 8 colours (and a bit of custom shader logic to separate cyan/magenta/yellow/black/white) So the maps I'm using are 1024 set for the opaque stuff and 512 for the alpha stuff (both displayed at 2048 here),…
Everything's up with this skin! Submitting these three versions to the workshop, be sure to vote and review them up guys :3 PC-CSGO | AWP- Alien Tech : http://steamcommunity.com/sharedfiles/filedetails/?id=691278217 PC-CSGO | AWP- Alien Matrix : http://steamcommunity.com/sharedfiles/filedetails/?id=691275116 PC-CSGO | AWP-…
Coming along JustGarry. Im happy to hear you will be going with that cave idea as I think it will fill in the negative background space nicely. My main critiques would be Id recommend doing a variation or two of the trees you got going on as they appear to obviously repeating in the right there. And id like to see some…
Hi, welcome to polycount! Right off the bat id say your composition is interesting, id be interested to see some concept art of any references you're using! Your lighting is looking a bit intense as far as brightness which is leaving everything feeling flat I think, and your textures look very low res. Some of your rocks…
No, not a problem. I think it's better to not use Detach to arrange the UVs separately. If you're going to use a separate material for a section, then you can assign all the material IDs first, and in Unwrap UVW use the dropdown in the Edit UVWs window that says "All IDs" to filter the view to each ID. Make sense?…
Yeah I would suggest just modeling those cobblestones in the traditional way. Here's a tutorial for the same kind of idea: http://wiki.polycount.com/wiki/TilingRockWallBeyer