Nope... The first looks like a textured/painted wall. The second looks like leather that's been painted white. The common thread in these is that it looks like the surface has been painted instead of accumulated. The hills and valleys are all smooth and paved over. Out of my personal experience snow shadowing is best…
Probably a bit late to aid that much, but here's some things to avoid which should minimise face flipping in future. 1) Never use Max's Mirror tool. Instead, use the Mirror or symetry modifiers in your stack - the mirror tool screws x-forms, resulting in mirrored faces you can't see on the mesh. If you then continue to…
nice work man. But yes, I agree that roof is too thin. On my part, I think say that texturing needs some more ellaboration. First, textures don`t seem coherent. E.g., main walls r too shiny and contrasted. white/light gray does not work here. They should be in harmony with other wooden parts. Second, texture size on…
Hi everyone I wasn't expecting so much answers, thx a lot for your feedback @malcolm: here you are Static meshes are prelighted with vertex color baking, so a high polycount is needed, wich is okay with instancing and lowres textures (1 cache load) http://www.churob.com/show/Capture_096.jpg…
OK, done. Download UV Line Relax here! It's a macroScript definition, so you should only need to run that file once and it will add a new Category to the Customize User Interface drop-down list called "MoP's Tools". I recommend putting it on the right-click quad menu for the Unwrap UVW window for easy access. It works on…
All good suggestions Mongrelman ! But it looks like exporting the TposeMesh in max, rig and then re-exporting is working like a charm so far ! I was a bit affraid about having different (random) vertex count each time transpose master was doing the process (TposeMesh), but it doesn't. So basically, I can close both max and…
Played around with the idea this is the best atm that I came up with for people with this issue. Make back ground dark/ get a dark Material / for the wires go into ui / colors / change it to something stupid bright, maybe that will help you. I tried to get the see-through colors to change but it didn't no matter what i did…
Normal baking issues like this are generally caused by a combination of factors related to the layout of the geometry, hard edges and UVs. Without seeing the problem, wire frames and UVs it can be difficult to pin down which factors are at play and what the options are for resolving the issues with the model. For more…
I took a look. You simply don't have enough resolution in the texture to support the detail. If you examine your UVs you'll see that this part is only using a small fraction of the UV map. At a 1k texture resolution, there are simply too few pixels to get a smooth transition across UV seams. The solution in this case is to…
Woaahhh! So much discussions! @FourtyNights I really would love to add more bevels to it but I'm restricted at a certain polycount. This is just a part of the whole model. xD Issit a must for hard edging UV border? I kinda did some tests on them. It just doesn't have as much average baked into the normal map. (I might be…