It's usually because most game engines primarily support tangent-space normal-maps. Many engines don't actually have shaders that allow object-space maps, hence why people usually go the tangent-space route. Tangent-space also means you can tile normal-maps or re-use parts of the normal-map more effectively.
looks good ! but can somebody explain this to me: since udk is out all those unreal scenes that get posted have this strong blue in the haze and in the ambient lighting of the models usually boosted by the color correction post-filters i mean i love blue but its usually in scenes that dont have a nearly blue enough sky to…
when i have weights misbehave in mirror mode the very first thing I do is go do the usual sanity checks - reset xform etc. Once i'm sure the model is nice and tidy the misbehaving mirror goes away and things usually go smoothly. :D give it a try on your model and see what I mean. good luck!
bone:beautifull mansir>your stuff rocks, the quickywomanchain turned out great makkon: are your fingers now burning? amazing stuff as usual last week i started to explore a pen (newspaper stuff), tried some self portraits (first time i thinked about it;with mirror), began to explore hands, and did some usual stuff ... i…
I would agree, but only if the text was larger than needed. It being small usually would cause more issues with down scaling that usually happens. Sure, they are building the game to be rendered at '4k' but in reality that scaling should not effect the text size. Interesting point though, makes me also wonder if it was…
Peris covered most of the important points but I would like to add that usually you can't chew gum (spit it out at the door, there's usually a spot on the ground either right inside or outside the studio.. trust me, you'll see it), and you should probably arrive equipped with a lot of one or five dollar bills. other than…
Usually when game artists say "texture" they refer to a single bitmap used in a material. However, if they say they are texturing, they mean they are creating all the bitmaps that go in the material. Sometimes this includes the material settings also. But usually it means just making the bitmaps. A material is texturing…
Trying to figure it out and made some tests./ALmost always i have such artifacts: And, for example, Rhino3d makes crazy mesh with a lot of conected tris and it has perfect vnormals and reflections. How could i get rid if this smoothing artifact in some tris-junctions? How do u usually solve this? There is an option to…
thanks guys. still crunching the lowpoly together, and still more to do. i don't usually do HP reduction to get an LP, usually i do a blockout and then fork it into both the HP and the LP. on this particular project i went block > HP > LP, and well, it's just a bad way to work imo. huge waste of time deleting all this shit…
in dow 2 they used some kind of overlay over the usually modelled barrel, so its probably that emissive map thing overlaid on the usual model, not sure there though. considering that astartes weaponry gets taken care of a lot by artificers and the like, the amount of wear is adequate, maybe that chipped paint wouldnt hurt…