Almost like a pixelated smear of gradient? I'll take a shot later but I get it too, it's like a grid around the actual cutout that throws off everything, including the specular and shadows and stuff.
I would probably break the building into at least 3 meshes (one for the entry way tower, one for that middle section, and one for that tower on the left) and then snap them together all grid-like.
What I mean by offset is that you offset the mirrored model's UV by 1 Uv grid; In other words, the mirrored model's UV are just 1 UV sheet to the right on the x-axis
Could you turn off your grid please? Nice start for sure, the trigger guard looks a little wobbly from the side but overall I think you're off to a nice direction :)
Hi there ! I'm making my first trimsheet texture and I having issues with seams.. First, I made my base on maya with grid snapping, so all is perfectly tillable Then, I sculpted the details on Zbrush with the WrapMode to 1 so the pattern will repeat perfectly Next, I went to Substance Painter to bake all and apply some…
it is 8gb but all of them are not free I am using an educational ver of maya so it's pretty convenient for me. or maybe is it because the water surface is not hig enough? It is only around a grid size
You should put a UV check grid on your mesh, free all over the internet, because it looks like you are going to have some mega distortion on those cylinder polls.
I can't show any wires/texture etc. from any of my works even the game is already released ( ex :GRID 2 ). because of NDA. Am i alone in this situation?
Hi, here's a fun one: The Grid It's sort of a text-based web browser strategy game kinda like a multi-player Risk, only better because you have more options.
awesome layout Haz-man, when you do future updates, are you going to replace stuff or shrink the main/middle pic down? Or just add to a new row and break the grid?