Got Ddo set up to do some diffuse only hand painted texturing. But the colors are severely broken for me in what looks like a gamma issue. * Pick a color and start painting * The color always comes out very light * Stop painting * The colors still appear wrong * Start painting * The colors are suddenly correct! Whats more…
Hi all, Here is another update: -i started texturing the building and testing the vertex mesh painting and so far it's looking good. The building is not UV'd properly yet so there are seams and stuff. Once i have the textures looking good i'll re-uv the whole thing. -for the interior i will add holes and broken ceiling so…
totally off subject, (welcome back and all that stuff btw) but you really don't need chuggnuts UV tools. About the only tools it has that autodesk hasn't rolled into max are the UV offset (which I think is broken in chuggnuts if you try to use it in max 7 and up, without getting the butchered version from Eric) and the…
UV stretching occurs during the UVW mapping (which is also called unwrapping) step. This is where the 3d model is broken down like a cardboard box so it can have a 2d image applied to it. If it is not broken down efficiently enough in regards to the original shape of the model, it makes the texture look stretched or…
I see what your saying...I may change up my flat and take out to two pieces of wood at the bottom, continue the wood to the bottom and tile it...I never saw that before. :poly142: I added some festival grass, a couple of broken cages, rounded the bottom of the floor so I can make it on a pedestal. I also tried to make some…
Of course not... But you seem to be misisng the point here. You go on saying that Crysis has mip mapping and all sorts... Well what the hell does GTA4 have? Playing the 360 version I remember anything over 10 feet away either being invisible or blurred to shit. The simple fact is that up until now there was only ONE…
A few Marmoset renders... Hi Guys, I needed to try out a new boolean workflow and get to grips with Substance Painter properly. I felt a gun would be a good candidate for my portfolio as my old one was non-PBR and looked a bit obsolete! I found a suitable candidate on Instagram. A customized AR15. I wasn't aiming to…
I was using the set vertex normal tool which is located 'Mesh Display -> Set Vertex Normal' and I used this tool for planes so it makes my texture visible on both sides, what I didn't notice is that I've accidentally applied it to my whole scene and I can't reverse it. I didn't notice it till I was test rendering and my…
You can't get good results because UDK doesn't have a synched baker for the Normal Maps currently for the tangents, which is the math so you get 'correct' looking Normals for the specific viewports. If you want 'nice' normal maps, what you have now is fine, add in Specular and Diffuse and the issue should be extremely…
coming together nicely in the latest shots... the ground still needs a ton of work... the pavements ok but maybe adding a ton of rubbish decals would help... but the road is way too clean... for starter sthe tarmac feels too dark and not dusty enough, it needs to be broken up a touch more with side roads being dirt and pay…