So everyone's telling me to add normals to my textures, however I much prefer them without normals. Here's a super quick UDK screenshot comparing both. I made a SUPER rough normal map (converted colour to B&W and then crazybumped. If I use normal maps, I'll obviously put work into them)
Back at uni [self deprecating comment here) I was in the bottom tier ability-wise w my classmates. Some went on to be rock stars. But most, many who were way better than me, have nothing to show for it these days. Talent is a myth. Hard work is only half of it. Passion is god. It guides you across the valley of suck.
No problem. An even faster way or less awkward for hand movement is tool hotkey and left mouse button. So move tool would be w + lmb. heres a good thread on some hidden marking menus http://www.3dbuzz.com/vbforum/showthread.php?157484-Maya-Demystified-The-Hidden-Marking-Menus And also welcome to the world of marking menus…
Ok I am pretty bad at painting texture but here is a old example I did (that I really don't like now but w/e) This may not be the best example but you need to define your materials a little better and normally when hand painting the light I tend to paint the highlights by hand and don't rely on a ao map.
I liked One and two. But three I thought just had too many gimmicks and ODST was only single player. Reach seems to be like a team based halo game w/o too many gimmicks. The classes seem interesting too. But stuff like bubble shields and duel welding I just didn't like.
Hi Everyone I'm up for another freelance work, I'm currently looking for Low Poly Character w/ Hand Painted Texture work. Example: FF9 - Lani Don't hesitate to contact me! :) You can visit my Online portfolio at http://marvin-aure.blogspot.com Email me at aure.marvin@gmail.com Thank you very much!
I really like what you have here. It reminds me of Ghost in A Shell's visual designs a little, especially the robot. If you want a critique, I feel that the current post process settings could robbing your scene of some detail. Can you post a scene w/o the blur? I'd be interested to see how that looks.
Just wanted to say this is a pretty common UT3 import error. Basically, UT3 doesn't think you're mesh has changed and will not update the new asset properly. If you import the same updated mesh w/ a new name, you should see that your correct UV's were imported. There are lots of work around for it, but as you've noticed,…
I`m sorry, maybe the wrong thread, im just curious - so i watched alot of retopo tutorials, and im asking why do ppl use TRIGONS when retopologizing the high res model? Shouldnt that be a problem when taking into animation or game engine? There are numerous videos using TopoGun not only w QUADS but TRIs also -
I'm not sure you can do that straight up to work per-tool. What you can do is write a script that'll fire a command based on the currently active tool (I've got various modal tools set up this way - for example, W is bound to weld unless I'm in item mode, then it'll activate the move tool).