in short: how exactly does the irritating uvChannel work in 3dsmax,- cause I got lost in its logic cant automaticly store/ recieve data. the long run: been working on my UV scripts and trying to bang my head into the channel stuff - but all I get is non working results. Each time I edit specifically a certain channel…
Ok, so I'm new at taking the idea modeling to low poly in regard for use in a game engine. I'm starting out simple. I've done some research on mapping and such as I've really only focused on the modeling aspect itself in high poly. Right now I'm working on a Pick head Axe in 3Ds Max. From what I understood from various…
Project UV from the plane to those small objects . Bake object /world space normal map. Apply it on the plane only and re-bake it to tangent space . Not a single click although . Also you could just double the plane, select the original, shift it a bit and use the rest as hi poly object plus another copy of original plane…
Hello all, I'm not sure why this is, but when I am trying to view my Substance Designer creations in Toolbag 2, I was under the impression that we could just use the actual SBSAR file in TB2 and get a 1:1 between different programs. I'm aware that the shading models between different PBR setups could be different, which…
HI all, got a bit of an issue. I am trying to export my Highpoly from Zbrush straight in to Substance Painter to bake on my Lows and I am having some issues. Below is what comes out. I think it might be a scale issue but when I import it in to Maya, the highs match up perfect with the lows. I would normally bring the highs…
Like Old Bards Tale Gunship 2000 Terra Nova Bio Forge Ultima series Dungeon Keeper Battlezone Fade to black Leisure suit Larry series Street fighter series on SNES Sam and max Full throttle Grim fandango Earth siege series Mech warrior mech commander Age of The empire series Total war series early wipeout Final fantasy…
You are catching pretty fast Just wondering why did you pick hand for first anatomical study ? Blue lines can be parallel , in your case just happen to rotate your hand in this position Yes phalanges are golden ration of previews but I challenge you to find metacarpals in living hand , I found that halfs work almost as…
If it follows a high to low workflow, assuming I try my best at all of it. Barrel: 1 day Water well: 3-4 days Sculpture: I suck at these so probably a week or more. I haven't spent any time on sculptures etc so it would require some experimenting. Rocks: Depends on how many but probably 1 or 2 a day at least. Trees: Same…
So what I want to try for my next selfmade environment is to have all kinds of textures combined on 1 mastertexture, but several UV's for each mesh just different from each other in Shell position on the UV. tl;dr 1 Texture 4k and tons of meshes to optimize performance for VR and have only 1 Texture for all housetiles
Additional to @pior 's comment ( :+1: ) ..see any of the comparing images when searching for "focal length affects facial features".. like for example: https://duckduckgo.com/?q=focal+length+affects+facial+features&iax=images&ia=images&atb=v340-1 ..so the "traditional" way of practicing portraits by using a "live…