Hmmy, that's strange I will try do something with this but at this moment i have other things to do. I have tested it on my Lumia 640 (IE and Opera Mini) and it works fine. Few days ago I made some fixes btw, maybe it works better now. At this moment I will leave my previous one. @edit Well this is really strange. Just…
Your problem here is that your cage(envelope in maya) isn't averaged. This is a simple setting in the transfer maps options, its like... "Match using" geometry normals or mesh normals or something, just turn it to the other option. I can never remember which it is but one will give you an averged(seamless) projection while…
I am by no means any good at texturing but here is my input. Try adding some smears onto the screen where someone may have touched it. Add something like a ring from a cup on top of the TV where someone maybe left a class or beer to long. make the item feel like it has a story, maybe it sat in a trailer for many years or…
So this what I have so far... -Make blockout with all the correct sizes and proportions-DONE -Transfer blockout from 3ds max to UE4-DONE -Concept key parts, the eye candy. -Create an asset list based off blockout-DONE -Model, Unwrap and texture road and pavement and implement it into UE4-DONE Getting stuff into ue4 was…
Hi Wes, thank you for your reply. What I ended up doing was exported the landscape's height map out, deleted the landscape and all associated files texture and material files from both packages, and recreated my landscape with the height map and scaled it back down to the approximate size it was at, leaving it to remain as…
does your computer meet the minimum system requirements? [ QUOTE ] * 3-D Hardware Accelerator with full OpenGL® support * Pentium® 233 Mhz MMX®processor with 8 MB Video Card Or Pentium II 266 Mhz processor with 4 MB Video Card Or AMD® 350 Mhz K6®-2 processor with 4 MB Video Card * 64 MB RAM * A 100% Windows® 95/98/NT 4.0…
so i got a few more assets.. i had some extra time today to render out a few, but it seems that for the next few weeks ill only really be showing completed (lowpoly textured) objects.. but figured id show some sort of an update. ill have a few others done (highpoly) by the end of the day. enjoy EDIT! let me add a HOLY SHIT…
[ QUOTE ] Jk my model is actually one water tight mesh, would it still have vertex lighting issues? The main reason I did that was to make a point, about how such a high polycount to make this model wasn't needed to model almost everything. [/ QUOTE ] The vertex lightning problem I ment is more or less unrelated to the…
Let me break down some game school info on you. I went to Full Sail in 2002 and here are some things I've learned since then. Almost everything I use as a 3D modeler I learned within the first three months of school. Not to say I didn't learn more or that I regret my choice to go there, however, it all comes down to how…
The simpler the better. Keep your personal crap on facebook or your blog but keep your portfolio straightforward and all about your art. Keep explanations simple and don't clutter up images with lame boarders. In one of the GameIndustryMentor casts Canaday mentioned that portfolios before the digital age where just black…