https://www.artstation.com/a/13718837 Base meshes can be used a lot, the most important of which is the use in the game industry, which can give us a lot of speed. In all project, many items required by the artists consist of repetitive and similar items. To increase the speed of each artist in all tasks and parts of the…
It's my fault for not being clear, what we mean is that you need to make your scene come more alive/look more interesting. Adding normalmaps will do that, and so will geomtry. You normalmap as much as you can, and where needed you add more geomtry. That's what we mean basically
quick question, in max there are premade textures of hexagons and metal groves in a pullout somewhere that you are using but I have not been able to find them in max11. can you tell me where you found them or did you actually just model them out and put them together? thanks
Actually yes, for a test bake I usually do a quick auto pack, again this is so you can nail down other issues before you finalize the low/uvs. When you get your bake to where you want it without errors, then do the final manual uv packing.
There's nothing wrong with showing early works in progress. What better way to receive feedback on the fly, and to improve your design process than to post up things while you work on them? I reckon you continue to post work as you work on it, if you're interested in the community's feedback as you work.
hey Adam in Zbrush when baking your normal if you first go to Color and change the RGB to 128/128/255 then create a new Texture the size you want it will give you that nice even Normal Blue background so you wont have that ugly white behind your texture.
Brenly, I live in S.F., Way to go with the competition for your school. I know you are out in Australia but is the school online as well? Dude, congrats on your VG Remix submission!!! You are now first Place!!! I am excited for you. I had a feeling you would win. Congrats!!!
Many reasons, much better control on how you mix it on your diffuse in PS, shader and if they use falloff for a second texture. Generally, you should never bake your AO on your diffuse directly with your renderer, you simple don't have the control you need to make it look good.
Is this something that default Unity shaders do? What do you mean by grime exactly, blending in a diffuse map, multiplying on a dirt map, AO in general? Marmoset Skyshop comes with full shader source, so you can add in your own features if you like(or you tech team can).