OK I'm working on a model and i got a diffuse working and i see my textures are still stretched pretty bad. Is there any way to adjust how my texture fits on the model inside of Maya or do i need to redo my uv? I have it set to 1k square uv snapshot http://tinypic.com/r/20pv8zp/5 diffuse http://i43.tinypic.com/28l6luv.png…
Generated a quick diffuse, normal and specular for a 1 plane rectangle I plan on duplicating these inside UDK and use them as walls I am re-building the castle now in a modular way hope to show more soon
I created a spec map in PS following a tutorial but I'm not sure where to plug it in Maya. Normal map made in PS from the diffuse didn't turn out all that good so I'm thinking I'll do it the traditional way.
So it's not perfect? No big deal That's the least of my concerns to be honest. I know the normals, diffuse and specs work and look good in UDK so that's all I'm worried about. The modeling is not bothersome, mostly working in UDK is. I still need to watch an a55load more of tutorials. Heck, I don't even know how to…
playing in UDK some more I realize I need to pretty much redo all my work in Maya and really do the modular approach it took me about 3 days thinking about it to realize what I need to do to make this project come together instead of questioning WHY this and WHY that I need to just work within the conventions already…
Negative. You are the only one on this forum who is trying to push the scope of your projects. We are all saying you should reel back. Focus all your attention on the market area. Make some modular shop elements (poles, tables, crates) and make them GOOD. One single prop with a lot of effort is more useful, interesting,…
First of all, make sure your high poly model has nice thick smooth edges so your bake comes out well. The sharper the edges on the high, the less information is transfered to the low and will alias out quick. Dont know if its any help but my work process atm is as follows. 1. Make the high poly model. (Nice thick smooth…