I have to agree with poop on this one. The screen shots are not eye popping or amazing. I say what I am about to say as on honest critique I would give anyone pimping off stuff here. Here is a list of beefs I have with the "glory shots" they show;…
Jeff! You never told me you be makin Dollah Dollah Billz yo with your SC2. And I always made fun of you when I saw you on steam in the SC Editor...boy do I feel like an asshole. But yea, Looks really rad! I'd too be interested to seeing what your workflow is for RTS
So the game team I'm is trying to teach me modular sets and puzzle piece designs for 3D models. One example is a road with two lanes and a separate piece for the sidewalks. HE taught me this method for making the road a 90 degree turn on turns and on the outside there would be extra edges to form a box. So when you texture…
[FONT="]Dear customer,[/FONT] [FONT="]I represent moderate team which consist of professional [/FONT][FONT="]Unity 3D developers. I can confidently say that our team able to perform any game development task quickly and accurately. [/FONT][FONT="]Currently we are free and looking for a customer to cooperate…
[FONT="]Dear customer,[/FONT] [FONT="]I represent moderate team which consist of professional [/FONT][FONT="]Unity 3D developers. I can confidently say that our team able to perform any game development task quickly and accurately. [/FONT][FONT="]Currently we are free and looking for a customer to cooperate…
The OP mentions he had the TS normal affecting a diffuse layer, so even if the shading is correct in the normal, the color difference along seams in normals would still be visable in the color map. And aparently his G channel was inverted, which would cause a seam. He also mentions he found a solution here,…
Actually, the functionality isn't quite the same. In textools it simply sets each uv island to its own smoothing group. When I run my script in Maya, it sets every uv border edge too hard. This may seem like the same thing but its not, with the Maya type you actually get more hard edges. Think of a box with its back face…
On mechanical like stuff, the only solution I have found is to break the smoothing groups where you have a UV seam, because you will have a seam there anyway. A lot of times I will chamfer the low (if its in your budget) and you wont notice this problem as much. On large flat surfaces is usually when you see the incorrect…
The important thing to unerstand is that if you check your stuff with the 3pointshader in max, and everything is tickety-boo, you can be sure your method is ok. In order to jerry rig your assets into your engine of choice it is a war of attrition to reduce the errors as much as possible bu breaking seams, adding a bit of…
Have not posted here in a while. Probably should! Here's some stuff in reverse chronological order for no real reason. Couch I made to try bringing stuff into Second Life. Also when I finally figured out how to get UVs for seperate objects onto one texture image. Feel so dumb now! Also trying out baking AO in Maya. For…