that pictue is not very helpful.. is it a viewport grab from blender, are you grabbing mdlviewer output, is it in-game? try posting the original source texture. also, most every texture used in current engines is compressed to save video memory - depending on the settings you're using to generate your vtf file more or less…
I originally made a highpoly and then took it into zbrush. Made the scuffs and everything and accidentally saved over the 3ds max file. So then when I went back to the highpoly to change the dimensions to bake a new set of maps... the highpoly was too highpoly (6 million poly) to work with. So then I remade it with the…
Yeah, you're probably right. I saved the edge highlights mostly for the specmap but I should probably have some of them in the diffuse as well. I just used a cavity map from nDo, but I will render one in xNormal as well (along with a curvature map). Also what is Gnald? I tried a quick google for it and the most relevant I…
Thanks for the kind words. Yeah, Chris Moffitt is an awesome character artist. To change the script: Each line that says: for o in objects do change it to for o in selection do Then you can change multiple object by just selecting them. Or just one if you only have one selected. BTW, after you save you need to either…
I had the same problem a few months ago. I think I had it fixed like your started, using mirror and not symmetry (symmetry breaks the normals) then create a box, attach my mirror'd mesh to the box, delete the box, attach the two sides of the objects back together. As far as I remember that's the only way that saved me from…
...ahhh Pros or nos..polycount has got it's share of toolbags, but I don't think I can ever remember a time when someone on this forum has ever turned anyone away when they asked for advice on their work..or work in the Games Industry..even after it's been answered a trillion times... as for the OP..if you are dead set on…
Try and see if you can create convincing fur on the main mesh itself. Then try and save the alpha channel stuff for last. Alpha channeled fur tends to look odd and out place because there's never enough of them. It's looking pretty good. The pose looks a little off center in the profile. It feels like the bear is ready to…
you mean chromatic aberration ? what software are you using to save out these images, and where exactly did you turn that feature on ? this is the noise he was asking about: same pixelation problem here: you have have lot of texture seams, mesh holes and some intersecting mesh problems in your models: also, your texture…
very easily explained and works like a charm! Although it doesn't cycle between wire frame and flat, it still saves me a headache. The main problem i have is when i go to wireframe and come out its smooth+highlights every time (rather than flat shaded)... but i just bound it to the ctrl+f3 and its a simple click!:) thanks…
@valentin_baguirov :) Thanks man for your critique. I've saved your critique in my personal notes library for the dirt/ground material, as I'll continue to work on those fixes later down the line. Yeah, those bricks definitely need more details and shapes. I'm still trying to figure out adding details without going…