inside the hollow, the art just got beautifuler. wish marcus WAS a botanist. love to learn about this stuff in depth and, as carmine was walkin thru my view, i got a view of inside his helmet. guess who?
That's a really good point. I was following the plan view faithfully however I realized the plans aren't necessarily accurate. This process will be a bit of plan view + reference + what looks good.
Why is it in game view mode or PIE, my textures look blurry compared to normal editor view. As if it is receiving too much ambient lighting. Is there a way to get through this or is this normal in udk?
looking cool so far, but i'd say don't waste your time doing promoshots from another view then the players main view, tweak everything to iso i'd say :)
For the FPS view, I reccomend pulling it way back, have a lot less of the stock taking up all that view...feels odd and makes the front end feel puny that way.
Hello! Thx for the advice, I followed your instructions it seems only one view worked but the grid is missing somehow. The front and side view is still the same. Any more suggestions?
My online portfolio can be viewed at http://www.rjhalvorson.com I am skilled in 3D art, design, and web administration. My resume in word format can be viewed at this link: http://www.rjhalvorson.com/files/halvorson_resume.doc Thanks! Russell Halvorson
Hi! Had a look at the .obj in Blender and the material IDs were indeed not correct. Selected geometry by UVs and assigned materials according to texture sets (sent via DM). I don't know what your plan is with the asset, got to say I think it's pretty un-optimised (~1.7 million tris, some iffy UVs + wasted texture space).…
I had this bug occurring on a recent project. My texture sets were at 2k in the view port and I was exporting 4k maps. As soon as I set the view port to 4k and exported, the discoloration in the corner went away.
I had a quick look. I cleaned up the UVs a bit, moved them around (not perfectly) but the UVs are more evenly distributed now. bake in xnormal, viewed with standard phong realtime view in Maya 2011, and the normalmap,