This is me practicing on making environments on a super small scale. This is my 3rd environment ever done in Unreal. This is my first time writing a post on polycount and I'm a little awkward to ask your thoughts, realizing that very little has been done in this scene, but if someone could express their opinion, I will be…
Hello Guys !! I´m actually developing a game in unity with some partners for a final school project. We are implementing the art into our unity project. The main environment is a cave so we are using a custom mapped mesh as a base for ground/wall/roofs. We imported this mesh made in Maya with a considerable amount of…
Hi all, Here are some quick Updates for these 2 cool tools.... Unwrap Tools 1.6 This is the updated version of UnwrapTools 1.5 which was originally developed by Steve Johnson (www.chuggnut.com) and Tweaked by Diego Garcia Huerta (www.sloft.net) What have i done with this new version. Simple.... Max 2010 has some cool new…
Hello everyone, I'm new here but I'm hoping to really get involved in the community and learn a lot. I use 3DS max and I have the basics nailed down but I'm trying to do something quite advanced and I was hoping somebody could give me some advice. It may be the case that I'm trying something too complex for my skills but I…
Hello! Long-time lurker, first time poster here. I'm hoping to use this thread for advice and critique on this scene. This production has a deadline 12th January, so over the next 9 days I'll be updating this thread with developments. This image was created within 3dsmax, with some minor post work done in Ps. I'm in the…
I can chamfer any mesh inside the shader by using world position, this world position can then also be used for the normal simply by transforming it from world to tangent space. But the problem is how can I make use of the normal map texture without it being completely wrong and is that even possible? Here is how it works,…
hi folks, this is for tech people, an experimental plugin I did a couple years back to output different tangent space normal map's from 3dsmax baker. The idea was that the quality normals modifier implements "known" tangent spaces from games such as Crytek, and therefore allows easy and synced authoring for an engine…
Hy all! I'm new, this is my little story: I was a videogame developer (some years ago, with italian static football management games) ... Now like "graphic artist" I'm working like freelance and using 3dsmax to have architectural rendering only and some other co-operations... One of this, is create 3d low poly models (in…
Lighting within UDK is one of the topics that seems to pop up time and time again. I'm bringing it up one more time~ While blocking out my environment I came across this odd lighting thing. No light source present within the room -at all-. With the player's torch on, so you can compare. The area is fully walled off,…
I have a low and high polygon model, all vertexes and edges are welded, a single smoothing group applied to the whole mesh on both models. Everything up to this point looks good. I UVW map the low polygon model. Generating the normal map from 3ds Max and the normal map does not tile along the UVW seam - the normals look…