The thing is you dont focus on one thing and fail to see the quality of your work and have a standard for yourself. You still dont make a high poly model and bake it to a low and dont even know how to unwrap properly. There are millions if not hundreds of trillions of tutorials on these things and people tell you to slow…
N88tr do the tutorial man. I want to see you get better. Just do it and post it in thread and I promise you people will feel positive if you give it everything and do it just like the tut. Even if you have to re-watch the videos a few times it will be worth it and you will instantly how much youve grown. I realized you use…
It's the same bloody thing, c'mon man, even if the program is different and the way the tools work is different the same basics of high, low and baking apply, seriously dude, go to youtube and search up some basics videos for this stuff if you're being so nit-picky about the program. Also, I'm feeling like you're not…
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…
n88tr, I've scrolled through this thread and saw some of your artwork. Theres a huge variation in quality of the assets, seeing for example the descent uzi and sword from 2011, and the last ones. How come? The ring's design itself is cool, but the execution of it is just - don't want to be harsh, but - bad. Which can…
http://www.polycount.com/forum/showthread.php?p=1491731#post1491731 running xnormal and following tutorial. work on Z later, giving me a major headache
was following a tutorial video http://eat3d.com/free/xnormal_overview I force quit program then ran it again just to get 512x normal let it run all night and then I still see it "analyzing" my high obj
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.
Quick question but are you going to school for game art? If you are then I am really surprised that you haven't been taught this by now. If you're self taught then just keep doing what you're doing, keep watching tutorials and what not.