I've got this weird error in UDK. I made a really simple crate and I noticed that it didn't get shaded correctly in the engine. And I wanted to figure out why. This is what it looks like when I imported it into the engine. What you're seeing here is a weird shading error on a simple crate. I expected the faces of the right…
Mostly coder, but i try to learn other arts too. Since i'm a FPS freak having a few FPS-like engines almost made (but none finished :-P), all my model work is made to be used there. Skipping the extra blahblah that comes into my mind right now, i decided to make a small one-handed shotgun-like gun, similar to the one used…
So, I'm still a bit green in terms of my modeling ability, but I feel like I'm at a point where I can explain to those who might be confused what floating geometry actually is. It's a term you may have seen thrown around a lot, but tutorials and explanations of this advanced technique can be a bit hard to come by. So in…
Hi, I've been working on unwrapping and texturing a modular tileset for the first time and I was wondering if you could explain to me a few things. Maybe I am overthinking a process that should be much easier. So. The tileset I am preparing is for UE4 indoor environments and each tile is contained in a 2x2x4 space, split…
Well, the bending and using and FFD to nudge things into place went rather well, the last (and latest question) is about normals. You can see how there is a seam in the bend at the top (in my latest image above). This is from the bend normals being smoothed by a smoothing group. I am not sure how to take the end verticies…
I haven't tried that script for maya yet, but Maya already has tools for this built in (at least in 2009). -Select all of the verticies you want to be on the same average plane -go to the Normals Menu> Vertex Normal Edit Tool -You'll have to at least nudge in one of the rotation axis to get the tool activate -Rotate the…
first texture sheet is blurry and noisy. second is nice but a little bit blury on the stone, third is really nice, 4th is ok. bu the verticle streakin on the tiles just are an obvious over lay and just go across the whole thing independant of the tile shapes. i don't know how you took these screen shots but the quality of…
Yeah the cieling is made of multiple brushes. But the subtraction brushes dont overlap or anything. Could this have been made using one brush? Using the slicing tool to edit verticies? Would that have been the way to go here? I'm not postitive but I thought I remembered reading that you cant make concave brushes. Although…
@killnpc that's a cool idea! Rigging/animation is something I bang my head against every now and then, just to get tangeled up in all those contstraints and animation curves. But one day :P A quick update with the recently "completed" Bi-Monthly-Environment-Challenge to document my process. Used tiling surfaces and a…
Dumping WIP Projects in here to get started. Followed a Steampunk Gun Tutorial by Thuan Duong to learn about the gameasset workflow in blender. I started modelling a shrine to practice. So far i'm almost done with the lowpoly with creased edges to get the model into ZBrush. I want to bring some variety to the wood grid…