I am not familiar with UDK model/material setups, but from working with models in Source I know that these types of textures are hard to get right. The reason is that mostly they are about reflections rather than the diffuse textures and getting this right can be hard. I would consider adding a very light noise overlay to…
Thanks D_Wall, I will post the baking result + alpha soon! :D Now I'm playing a bit with Weapon sculpt, this is the initial idea that I liked. The idea is to focus in 2 main points: - The weapon should be self-maid, simple. Nothing fancy, decoration or this kinda'.....but something anyone can came across in order to design…
I am an architect and I am modeling arch-viz things, but I want to sell them on the Internet and make them usable for any kind of project I am learning many things over the Internet but I couldn't figure out what is the best solution for unseeable areas? so my question is should I close unseeable areas or can I leave them…
I'm not entirely sure if you're suggesting to attempt to salvage a project by appending the contents of a file that can't be opened? Sometimes it works, but when the RNA structure of the file is broken it'll likely fail and there's pretty much nothing you can do to salvage it other than relying on different backups. I have…
So ive been trying to learn how to make a plastic texture like in the picture below but i cant figure it out. Any tutorials or tips would be great since im new to substance painter. Plastic i want Plastic ive come up with both are the same textures just from different angles
I am pretty certain there are Matcaps for zbrush that can replicate this style and if not wouldnt be crazy complex to replicate. But yeah its important to test things early in as close as final shading as possible. These days you could possibly also just send a slightly lower subdiv level into your engine of choice and…
Right now try paint texture mode in UE4,(Texture paint cast to texture2d sample , which uses like blendMask in the material) - its work ~ -its work time from time, looks like test feature(but in UDK it was no problem) still in reserch(very strange behavior- you can draw few strokes....and stopping....no matter what I do,…
You have a lot of unused edges that don't break the silhouette, get rid of them, you should be able to get this down to 2k or so tris. Also, make sure you connect up those big n-gon caps on the wheels. It's tricky to give much model critique without seeing the reference you worked from, but I will say that the front end…
I understand that Human Resources in pretty much any industry is there to protect the company which employs them that part as always been obvious to me. I think the act of fixing what goes wrong with HR is a bit more complicated because it requires a lot of accountability and systems to change. HR doesn't really have power…
A client wants one material for all LOD models including "high poly" one, i.e. I can use only one normal map for both LOD0 which is like 60K and LOD4 which is like 7K. From my perspective it doesn't look feasible at all. There are a lot of separate parts in LOD0 like a door handle which I've planed to bake into the door in…