Hi, I was baking normals for a sword in Toolbag and low-poly mesh with baked normals have visible edges: Normal map looks good on it's own, I used triangulated mesh, Mikk/xNormal Tangent space. The mesh was made in Blender and exported as .fbx.
@peanut : Thanks! My group members are currently on it! Maybe the designers will post a video or something, no promiese though. @JamieRIOT : Thanks! We tried to go for a kind of Mirror's Edge meets Portal feel. Lots of contrasting colors etc. The pictures are posted "in order" so the idea was for the levels to go from warm…
EXTERMINATE! Man I love these little fellas. But you realy should work on that UV layout, I think. Also since you're working with a normal map, I'd suggest to bevel out the edgy parts a little bit. Not much, but enough to see a nice slightly rounded edge instead of a hard transition like it has now. Oh and btw could we see…
Please, see this animated gif When Snap to Edge/Segment is ON - no way to snap to Vertex(despite it is ON too). Is there a solution so both snaps to be ON but the Snap to Vertex to works properly?
Edge Case Games are looking to take on a Junior Cinematics Artist in a full time position. We are looking for someone with either a background in cinematics, who is experienced with 3D software or a graduate/junior displaying the right attitude & portfolio who will grow to fill the role. You will work with the Art Lead,…
I'm completely new to Maya, as in I've been using it for a week and this is my third model ever, and I've come across an issue where my model has a floating edge and vertices that I cannot delete. I have no idea why either https://gyazo.com/431433e87743bc70d9dda4d35b0b6c4b https://gyazo.com/b2f10bb295cf7d402eec7430ef384cba…
I have added a video to the tutorial hoping it will be more clear. Superspecular soft edge videotutorial it's at the end of the tutorial. I have tryed cam studio to do it and uploaded on youtube. Please suggest me other softwares with better compression quality and better video hosting solutions. If you make something…
Hey guys, I'm currently modelling a Tommy gun and wanted this highlighted detail baked onto the low poly on the right: But this is the result I get once baked: I'm guessing I should have just bevelled this detail on the highpoly rather than modeling the void via boolean? I'm thinking the projection is capturing the open…
Decided to get back In to a bit of modeling and try and get myself reaquainted with UDK. So yesterday I started with a small project I've been avoiding, a Mirror's Edge style hallway. This time I've decided to stick with this perspective, to limit myself with the space I have, since I tend to get too carried away In trying…