Been working on this on and off for a little while and I have just about finished off high poly. There seems to be a multitude of different variations or customization that people carry out on these little guns, that I took a little artistic license to put this together. I'm going to finish off the rest of the details, but…
Hi Guys, First thread I'm making to show some of the stuff I made and to get some reaction and comments for improving. I never had any education or something I just picked everything up for fun, mainly because of modding for games :) This is the first model I made with a high poly model, baking normal maps, UV
Whenever combining geo, the pivot is automatically centered to the newly created bounding area of the adjoined geo. I'd like the geo being combined, or attached, to the parent, to adopt the parent's pivot. Thanks lover
The slowdowns I see with that are: a) you need to be constantly aware of your camera position and in which axis you want to move. That always take me a second of thinking, so it loses out of the box.b) with ZXY, I can never hit the right button without looking down at my keyboard. c) actions that don't need to be precise…
I am trying to get the bloom effect without having a bright emissive material. Typically I would make the colour 20 or something but in this case I want the material to be "dim" when you look at it but still achieve the bloom/glow effect around the edges. Anyone have any ideas, I realise this may not be possible but any…
Still chugging away... Latest update has the ending where the jumper gets over the wall fixed up, and more tweaking on the helper's reaction. I think I'm almost done with this one now... one way or another :p [ame=" https://www.youtube.com/watch?v=ABXsRG0eOXY"]Wall Climb w/ Assistance -- Animation (WIP 11) - YouTube[/ame]…
I'm wondering if anyone knows how to bake information from a low poly character, with the normal mapping texture info in a lit scene, into a texture file? I'm toying with Surface Sampler, toying with the "Diffuse Map" and "Lit and Shaded Color Map" output settings and so far I'm getting black image files.
Hi everyone, I'm struggling with this seemingly simple normals bake. Along the seam I end up getting this weird normals difference. I'm have trouble finding a fix. Here are a few images to illustrate my issue. Normal Bake result from Substance Painter. Using default settings Low Poly High Poly
ref: hi-poly: This is a Patria Advanced Modular Vehicle fitted with a NEw MOrtar turret. Tried getting as close as possible to the original but some details diverge from the original due to lack of decent reference pictures. The shapes seemed so simple from the beginning but when all the angles in the front had to match up…