Hi, I'd like to back this thread up to what you've got going on in Designer first. You mention wanting to get the nodes you've called out as textures (Normal, Histogram Range, Ambient Occlusion and Blur HQ Grayscale). Normally what you'd do is connect those to the final output nodes, and export them all in one shot in the…
Here is update number 4 for the Mountain Dwarf project I am working on. I did some mock ups for the hair and beard. I have a lot of tweaking to do with it, but I am happy with it for now. Since it is going to be sculpted hair, I was thinking of making the ends of the hair and pieces that break up the silhouette a bit…
For a quick "Here let me make your uvs for you, oh ill ust slap them in any old way" automatic unwrap, that turned out quite nice. To be honest better than I expected. Obviously its low res, but this is a test using quick, hacked up islands, but yeah. The only thing that caught my eye which isn't due to the test is if you…
@CybranM Thanks man :) Hi everyone, a long time passed since my last update. I`m working on this project in my free time, which means that you will see things here once in awhile. I`m always thinking in a way to improve this scene, even when I`m not working on it... Anyway here is the update. I changed many things since…
..continuing reply to Visceral, i grabbed a shot of the current normalmap: Most of the projection errors have been painted over , Also i think you were looking mostly at the unwrapped image , right ? It looks a bit different on the actual model , some of the error it's actually just in the padding or in hidden pieces of a…
I've decided to carry on, though I no longer consider myself eligible for the prizes, considering I'll probably be lucky to complete polypainting and texturing, let alone be able to actually animate her effectively. So recently I started working on the fins for the body, which I originally intended to be created using…
What does the base level of your current mesh look like? If your polygon density isn't out of whack and the polygons are where the detail will need them to be and not going to waste in other areas, then you may not find any benefit to transferring the details to a new model. If your mesh is already efficient then a lighter…
Yep, I'm not done with the roots yet, not even the left one - all of this is kindof a block-in. Also, what my directions actually were: 500 tris for small props and 1000 tris for larger ones. The reason I initially felt I should use 500 tris is that this game is third person and the trees will be seen from a distance.…
Haha thanks man. Miss you guys too tbh! I lurk actually, always did since I "left". Troy didn't even point me to this post, just noticed it. I check out pc a couple of times a week, but never felt the need to post since well, my time is severely limited and I didn't want to get sucked back into fucking around on the…
I am having an incredibly annoying issue. I have tried the build in bake and changed the render-er to Mental Ray and Back... but now I cannot bake a regular Normal Map using the convention baking methods. I hit render and -nothing- happens (actually I just noticed it says "Texture Baking Completed" down in the lower left…