crap, crap, crap.... And following the comments of some of you about the GT series, i never liked it too. Always seem dull and boring. Racing games are always boring anyways, but things like Toca3 are at least better...
Hi! Don't know what happened when you beveled the edges. If you did so using modifiers, I would double check the result in Unity or reimport the export, to make sure UVs didn't get messed up. Attached you find two examples illustrating what I meant previously (another loop on flat area, then have lightmap wrap around…
Don't know for what look you are really after, but some time ago i did an experiment to shrink wrap a complete character using ephere's Lucid plugin ( free beta ). The outcome looked pretty great for my use case IMHO http://www.frogsinspace.at/?p=1361…
Hey everyone i just finished this litle alien bugg and i got a question, the collors you see under the shadow such as the purple/redish/blueish collor is made with lights, now my question is, is there a way to make these collor effects with warping collor texture or something, i cant find a proper tutorial that explanes…
I would somewhat disagree. If you have something that's wayyy over 90 degrees, (such as the edge of a sword) chamfering shouldn't be necessary. Personally, I would still suggest using connected UV edges and the same smooth group IF your objects edge is rounded enough for you to notice, but not round enough to affect the…
Hey guys! This will be a bit of a long post, and I thank you for anyone taking the time to read this..! Background on career shift: ・Back in 2018, I couldn't find any fulfillment with my current role as a DevOps at a financial institution, so I took a leap in my career to leave my job, and pursue the things I've been…
Hey everyone, I have this problem with my normal map. As you can see from the screenshot, the normal map has this floral kind of warping happening along the rim, when it should just be a smooth curve. I'm pretty sure this has something to do with my low poly, as the warping seems to happen at each segment of the low poly…
Hello, I'm having issues with what appears to be artifacts and or warping on part of the arms on this textured jacket. See attached Steps 1. I created a high res jacket in zbrush, then did a re-topology in Maya using Nex Tools and created a low res of the high res model. 2. I imported the lowres model into 3D Coat and did…
try this (convex only though so concave would need to split into convex then recombined after being wrapped individually)... -- creates a ray point along the edge fn getEdgeRay msh edg =
( ze = edg - 1; a = (mod ze 3) + 1; b = mod a 3; fverts = getface msh (ze/3 + 1); v0 = getvert msh fverts[a]; v1 = getvert msh fverts[b +…
This week I wrapped up the UVs and have moved on to baking in Painter. I spent a good amount of time stacking and carefully arranging the layout to optimize space and texel density. The asset currently uses six UDIMs, and I did my best to organize them as efficiently and cleanly as possible. At this stage, the baking…