Many thanks sir! You have saved me countles of hours of drudgery ;) Edit: this is what i needed it for today :) still needs texturing and animation, but for 2 hours im good for today :) plus learned how to do proper glow.
Hi, I'm trying to model this track, but im not sure how im gonna unwrap and texture it. Here's what i have done so far I just want to know if im doing it right or is there any better way to do it.
Not sure if this was mentioned already, but if you are baking normal maps, then for every hard edge (in other words, split vertex normals) you will need to split the UVs and give some padding between the two sides of the UV. This helps to prevent lighting errors when the texture is down-sampled. However, the reverse is…
It depends on why you want to unwrap the high poly Bogacki. In film for example, they tend to unwrap high poly organic models because they are dealing with resolutions where texture stretching are more noticeable. However, when it comes to technical models, things like guns etc, the texturing is handled differently.…
If you look at other pictures, they are not even noticeable, something you can add to the texture (depends on what you want to do with the model anyway). Here you can find more pictures: http://www.kativ.eu/files/Ivo%20hobby/Walkaround/Mig-29/
Hey Everyone, I am wondering how I go about creating this inset detail without using a ProBoolean? which is what I have done to achieve my result. I am creating a high poly object for texture baking purposes. Cheers,
run meshcleanup command couple of times or check whether it disappears at higher subdivision levels. if you're intending for baking a normal map then I wouldn't be worried about small errors like these. they will be less visible in the normal map especially once the diffuse and other textures applied.
Hi guys, How would you model this to create a modular ground? I tried tileable texture but it's not quite the same result. Create different unique hi-res models and bake it? If so, how would you model it in a fast way, nanomesh or arraymesh? Thanks a lot!
Heyy guys, this weekend im going to try and actually fully model and texture something that i can see easily what it is, i fail at Uv'ing so that will be the hard part, how ever, does anyone know how to model a screw part like in this picture in max 2012?
Sorry, my mistake. I will post properly next time. So this is what I made I placed a test floater beside it, I assume this is the right way to do it? So It'll all be in the normal map and I just have to paint it black in texture or make it transparent with alpha?