Howdy polycount users, Iv been using max for about 4 months mostly for animation work and im struggling in creating things like guns. Im fine with creating pilliars, lamps, knives but when it comes to guns i look like a person who has just picked up max and the quality is uber poor. I was wondering if there are any tips…
Howdy polycount users, Iv been using max for about 4 months mostly for animation work and im struggling in creating things like guns. Im fine with creating pilliars, lamps, knives but when it comes to guns i look like a person who has just picked up max and the quality is uber poor. I was wondering if there are any tips…
MP9 | Electric Playing Field Anodized Airbrush Version Link to Spraypaint: http://polycount.com/discussion/171294/pc-csgo-mp9-electric-playing-field-wip#latest Link to workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=693086603 Link to Steam Profile: http://steamcommunity.com/id/225544 Display Video:…
Lumen does a lot in screen space that can mask issues until they are on the edge of the screen where screen space fails, it also looks inconsistent even if it's doing a decent job of hiding issues. Id check the lumen debug views under lit and make sure it isn't missing coverage. It matters more if you're using software…
Best Answer: It Depends If its Lego character, shouldnt take more than a week. If its DOOM guy or any creature from that universe its 6-3 months worth of work per character. (ID Tech DOOM artists shared this on Youtube Zbrush workshop)
Update! -Added an exterior door wall. -Added a walkway. -Replaced the window opening model with a new one. I also had a question about the back faces of wall models. In the case of the school’s outer perimeter wall, I deliberately removed the back faces to save on polygon count, since no one will ever see that side, it…
Hello together, lately our lead engine coder notice some weird normal errors in our engine. Plenty of meshes where containing NaN illegal normal, tangent or binormal vertices. After some inspection on those meshes we found the problems within the mesh topology itself. We also are using mikktspace for generating the tangent…
you can do it, but it's a bit of a process: 1. bring your low poly + baked normal map from high to low into painter 2. paint all of your extra details using height 3. export with preset "doument channels + normals" 4. import the normal map (and ID map if you followed the tip*) exported from previous step 5. plug in normal…
not if you are not intending to do a good looking model or proper bake : P have to disagree there, 6( 8 )sides are no circle, thats a hexagon and you would be better off defining it as such one instead of trying to make it something it isnt. Cant argue with uneeded edge loops of course, but from an artistic standpoint its…
Will the GPU baker work similar to Xnormal in the sence that it does not display the high poly, allowing you to bring in from zbrush meshs/objects with millions of polies and baking f.e. 50-100 objects? My gripe with Xnormal is that we have to explode the meshs and this creates issues with shading for ao, bent normals,…