That is a really good point. If you have a character with a costume it helps to break the figure down Into what substance painter calls sets. You can use the same strategy with any baking package. The advantage with substance is you can have your separate meshes in one document if they are named correctly. What determines…
This is probably going to come off as if I'm ripping into you, but I'm bringing up my concerns based on my experience with the console and the games. I get what you're saying, it just looks really bad when they are caught faking it. It breads distrust and lowers my perception that they will be able to deliver a fun,…
Video post has a glow option, its not going to be realtime in the viewport but it will cause certain materials to glow. They won't emit light until you turn on advanced lighting like Radiosity or Light Tracer, something that bounces light. Each method has their disadvantages... The 3dsmax help files have a neon tutorial…
Veryyyyyy subtle changes here. * Changed the curvature of the trapezius a little so that the curve flows better with the shoulders. * Softened the chest and arm muscles to give a more aged look. * Added a little gravity to the skin to show slight sagging. I've decided to definitely work on a low poly version and get it…
- upgrade to XP :) just joking ^^ A year ago I had a animation project with CAT and things went horrible slow,- in the end I ended up writing a script that would let me quickly define a time range and then with a single button make a animation preview and instantly view it. Usually that would take just a few seconds to…
Flow Map dictates the direction that your shaders stuff (like specularity anistropy) will line across. It's usually limited to Red and Green channels. Direction Map from XNormal is Vector Displacement Maps (just the name is different). A quick google search will explain what it does, but in short, it's nothing like Flow…
You're on the right path for both render and game-mesh (or at least one of the right paths; there's always more than one way to do something). Take note that I have a very limited amount of experience compared to what many others on this site may have, but I can at least pitch in my two cents, and maybe point you in the…
I've been working on a model for the past several days to strengthen my understanding of the high poly/low poly process. Ive (unfortunately) had the experience of attending a university where despite its claims I received little in the way of help or direction in creating game art, so polycount has become my go-to place…
I think what Johny is saying about your texture is that it's a weird mix of cartoony/stylized and realistic. If you are going with realism, I'd strongly suggest adding more color variation to your textures. Most of them are almost monochromatic for certain parts of your characters. Then if you're into cartoony style, then…
How is it showing up in your window? Blue checkboard, black, etc? Your material looks good as far as I can tell. Another thing is the layer names are case sensitive so make sure your Snow and Rock layers are exactly the same between the landscape editor and the material you're using. Also, typically I make sure they're in…