I developed the Hiker to test out new methods, and to show some new techniques I had developed in the course of NDA work. I will delve into these more in a later post with a breakdown of some of the elements to the piece. Taking about a month to produce, the low poly topology of the game ready character came in at 97k…
Here's a race for a fantasy game (hobby project) I am currently working on together with a small group...I intend to create some different variants of the face and the skin/hair/eye color...and there will be at least one forth type of clothing, a black armor...C&C greatly appreciated... between 9k and 11k triangles, 2k…
Hi all. This set "Realistic Mountain Landscapes" is included high detailed 15 km x 15 km (225 km2) mountain terrain datasets.These landscapes, to be eligible for next-gen games.Pack contains 4 landscapes. Please go give them a vote! https://trello.com/c/6FdkorUt/219-realistic-mountain-landscapes VIDEO: [ame="…
1062 tris so far. Decided to start something fun based on an old record cover Dur23 had laying around his apartment. We're both gonna take a swing at texturing this duder. I want to keep him under 1500 total, but I'm not gonna be too rigid. Gonna have a 256, but I'm planning some crazy reuse, inspired by the texture tag…
Hey guys, whats the best way to break up a blueprint to use as a guide in max, here is the image: http://www.the-blueprints.com/index.php?blueprints/cars/datsun/225/view/datsun_160_j_violet_a_10/ i thought acuracy wouldnt matter so i just chopped it into 4 un even images....needless to say fail. unless theres options in…
It has been awhile since I've done realistic props (been in toon world for awhile). Trying to get my feet wet with some practice so I will try to post updates here as I have them. Here are the first two I'm working on, let me know what you think :) The barrel is 88 tris and the wastebasket is 94, both using 256 D N S
Did some of these ( dont know the name) glassglobes, glassballs shiny fishy ball...256 texture and only baked light on the spheres not surrounding yet. some more small props to make and then look over the feedback people have provided and then I hope to be done... feel like its time to move on pretty soon from this.
I second what Bal said, baking your curvature map directly from your highpoly mesh gives you better results and removes the seams issue. Make sure to change the curvature map settings in xnormal to monochrome. I'd also suggest using 256+ rays and 2x or 4x super-sampling for optimal results.
Did some exploring online. came up with another option. Create the standard tileable textures. use those to texture each chunk. and create a 256 or 512 mask for each chunk. which would allow the other textures to show through. this is efficient and gives me pretty good control of the terrain painting on each mesh
I found the model file, it wasn't were it was supposed to be and I picked the wrong one, however when I added my textures it made it look 10x worse than what it looked like in substance Painter, basically looks like it went from 4k to 256 This is what it looked like in Substance: Definitely not sure about this