[ QUOTE ] About the selection thing, if you keep clicking in the same spot it will cycle though the layers of objects/faces. I've only notice it picking poorly when working on a really small scale. Ever since I saved a 72 unit measuring stick to my maxstart.max file I don't have an issue of building on a small scale. [/…
Hope the below helps out. Saw this on Facebook. The fact that PBR is so confusing to so many people I may have to complete my doc I was doing about PBR and texture process below is a copy pasted segment with some more added info. Honestly PBR is not that hard of a concept and seems like everyone is just throwing in a lot…
ok youve got a bit to go but its a good start. some pointers 1- your using alot of geometry for not enough effect- breezeblocks dont need rounded corners when your floor is flat, and has no detail in it even though its screen space is huge, i bet a wire frame shot of this scene would show large empty spaces in the scene…
Meshflow on the head is getting better, i think the cheeks stick out too far and you still have issues with the lips. You need to work on tranistioning the lips into the cheeks as it gets closer to the corner of the lips, right now its just a harsh line all the way around. Nostrils look too wide, you should make the bridge…
102 hours? Good thing I'm not in any big rush. I'll go ahead and grab it. :P Well, I'm planning on going a little overboard with the geometry to get some extra detail in since I'm stuck with only using a diffuse for a IdTech 4 megatexture. I'm aiming around the neighborhood of 3000-4000 tris. If I can pull it off, the mesh…
Have to put some details on the corner section. But I'm moving to the low polys for now. I can easily make those small changes once I have everything set up and in the engine. I haven't decided what I'm going to do about the floor. The concept is essentially a 1 way tiling texture with a different texture going off in the…
This looks awesome man :) If you're after a more "minimalist" look on your textures without them feeling flat, try exaggerating some of the details you've decided to add in a little bit. The stitching on the vest for example! I really like the pattern and shape you've chosen, if you make the wrinkles surrounding them a…
Well I've been a lurker for a while but I've finally decided to register. Today I'll start my sketchbook. I've been doing this for about 2 years now. I started with basic level design, but moved into environment art (It's gotten to the point where I can't, I just *can't* get myself to use stock art assets). Anyway I'll try…
Alright well I decided I wanted to see how a weapon would look in our engine at work with a decent material and good maps on it in comparison to other engines I've made FPS weapons for and seen be made for. so I finished this 1895 model I did a high poly for a few months ago and textured it. I decided to stick with a…
Try with average normals ticked off in the baking options. Read about the common parameters here. Generally, check out the wiki and stickied threads to learn more about skewing and baking in general.