Hi everyone. I’m getting strange shading artifacts after baking maps. When I move part of the model, the artifacts disappear, but when I move it back to its original position, they appear again. I tried marking sharp edges and adding supporting edge loops. I also tried fixing the normals in Photoshop, but that didn’t help.…
Hello, Over the past year, I have been gathering dev kits for classic consoles from around the net, fixing them up to get them in a working state, and then wrote small game samples for each. The samples will compile out of the box. You can find them at http://sebastianmihai.com/ccd I am currently up to 14 different…
Are you still working on that bug because i'm still getting this error now and then with no way to fix it so far. Only thing that helps for me is setting up a completely new file
Hello beautiful community of Polycount! I've been studying 3D Art in the last year and begun getting involved with the community. I always love getting to know people who have the same passion as me but living in Greece (a place where 3D Artists are not that common) makes it hard to meet people and talk about art. I assume…
So I will be putting my very first workstation soon and I need to get back into 3D modeling. I've never really been too good at it and it is something I struggle with but i want to get better. I was wondering what kind of exercises I can do in order to gain the essential skills needed to build a decent portfolio. I don't…
When I started 3d, it was making props, so I've grown with the habit of making an individual prop in 3ds max, and then arranging it in a scene in UDK. It took a long time for me to get out of the bsp habit! But I know this is a limited workflow and I've tried in the past to work on an environment as much as possible within…
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…
When I model for CG, I take into account both polygons and materials. I try and recreate as much hardsurface information like individual holes and objects, and have shaders recreate all surface variety (dirt and paint get their own materials, yay!!). I've also been experimenting using particles sim to recreate tiny but…
Hi all, I just wanted to share a bit about a project I had the opportunity to work on recently. It's been really great and now that it's gone public I can finally talk a bit about it. :) Our team was very small and we wanted to polish more then we got to but overall it was a really great experience. I was responsible for…
I bet you could fit that entire character into one sheet at 2048x2048 and it look the same or better. In a game it could be 1k or less if not immediately in front of the camera. This is mostly flat colors with no fine details so just reduce the size of the textures until you find the minimum. You can figure the texel…