Hi all, I asked a similar question to this not too long ago, but I just wanted to double check on something. So when you are using a reference image to build a 3D Prop for an environment, if it's something that you are trying to build that actually exists in the real world, should you try to take as many reference shots so…
Check out more renders and info at http://smessierobjects.com/folio/furiosafan/. Here's a fan art game character of Charlize Theron's character Furiosa from the film Mad Max: Fury Road. I've worked on and off on her for the past few months, applying new techniques learned from ongoing freelance projects this year toward…
I'm not entirely certain that we are talking apples to apples. I'm not suggesting to make several separate models. The methods above will all output a single model with one bodypart, one batch, one VMT. The SMDs look almost identical accept that the skinned SMDs have more bone nodes. The compiler prunes the unused bones…
Hello all just need some advice on uv maps for this vehicle as I've not baked a single object at this size before. I've currently got it on 4 maps which to me seems excessive. 1 large map for front and inside. 1 large map for back gun and crate, 1 smaller map for underneath structure 1 small map for wheels. I would be…
err you have 8 posts. 5 of them are replies to other threads. 3 of them are threads you started. Of those three pieces you've posted. 1 has replies. 1 shows no images, which is probably why there are no replies. 1 shows a car that's not all that hot. If you don't get replies one of two things happened. 1) You did such an…
// tkColorToNorm by throttlekitty// Gets Vertex color and applies it as Vertex Normal.//// Usage: Apply an Object Space normal map to a high poly models' vertex colors via the Paint Vertex Color Tool.// Select vertices and run tkColorToNorm.// **This script temporarily turns of undo functionality to speed it up a little.//…
Hello guys, the game engine does not darken anything. Unreal 4 is 1:1 between Photoshop and in game, if you make any colour in Photoshop it gets into Unreal exactly how you see it. You can test this by importing the texture as sRGB on and then switching the viewport to base colour mode and sampling the colour. If you make…
Most of the images are small, and all of them seem to heavy quite heavy JPG compression. The terminal, for instance, could use a close up version of the screen part, as I'm guessing it's for a FPS and the player would walk up quite close to it. And the engineer sculpt has a 'close up' of the face which is not even 100…