Hi ! For the problem with the light going through your wall, you need to know that shadows are not casted when the light is coming from behind a face. (because of backface culling), you should model something that will block the light, from the other side of the wall, outside of the building. You could also check two sided…
My recommendation would be to look for existing open-source games to join. There you can usually already download a working game which just needs help in the graphics department, so it is a pretty safe choice. Disadvantage is that you will probably have to deal with not so great/unfinished tools (but this is something not…
allright i did the rest of the model, and made a female version of it. there are still some issues with the feet, the hands are the same on both models.. i guess the male hands should be made a little wider and thicker... and the ankles should be slimmer on both models before i continue adding more detail to the models,…
Hm, when I dropped the lowpoly mesh into Blender to inspect the UVs unfortunately look broken: Looking at the lowpoly, I suggest: * Reduce amount of support loops, use as much as needed to get a good mesh shading. Put the saved geometry into the curvature of rounded/ cylindrical parts. The impact on the assets silhouette…
First thingThis is not face weighted normals - this is normals that have been edited. Face weighted normals are automatically weighted by face size (Maya does this by default) Second thing. Doing this and baking are not mutually exclusive Third thing Manually editing your normals is destructive and cannot reliably be…
So I have this And it looks like this, which looks great UV speaking. Though editing this via PS would be difficult so I usually unwrap in a less-than-optimal way with a lot more seams in the texture to make it work with photoshop editing and end up working a lot more to make the seams perfect (IE straightening the UV…
When drawing new polys onto a model using edit topolgy in zbrush some of the polys from the appended adaptive skin are flipped. Trying to use the model brush goes wrong because of this. Is there a way to flip single polys? Flip just seems to reverse the entire new part. Going into max to flp individual polys is always…
I was hoping to start the diffuse tonight but ran into a problem concerning my normal map. I was attempting to tweak it in photoshop, but when I saved as .tga and reapply to my model, it totally screws. I came to the conclusion it wasnt my edits causing the problem, so did a quick test save of the original normal map…
So in an effort to update my portfolio and find work, I started this apartment block of the future. It is meant to look cramped and industrial, as these modules are to solve a population problem rather then provide comfort. Anyway, I am at the point where I some new eyes might help. I am currently dabbling with UDK as well…
Hi; I have some simple meshes with vertex paint on it (colour and alpha). The problem is when I collapse the modificators and get simple edit poly and then select something then settings from polygon: vertex colors overwrite my painting!? Erase it? Im using only select & move tool (in my case A shortcut, I thought…