Well this is wrong. Engine wont' break normals. If 2 map vert are splitted, it will make 2 geo vert with the same normal. Besides, 1st EQ post : * To avoid artifacts, you must split your uvs where you use hard edges. * You do not however, NEED to use hard edges wherever you split your uvs(as some may suggest) It's clearly…
Ah. Ya don't really need a terrain generator. They're geared for too large of scale. Those particular mini dunes look very close to Perlin's Turbulence function. My suggestion? start with a plane of N by N dimensions, where N is one side of your texture. Like for a 256x256 pixel texture use a 256x256 plane, so you have one…
Igor, you might want to look at using hard edges on that bake. You're getting huge normal gradients across the surfaces. This is caused by everything being soft edged and the normal map baking the hard edged object to compensate for the specific triangulation and shape of that model. This will present problems in engine…
- I just updated/replaced the last image KMan: - Yep poopinmymouth: - Thanks. I checked your website/tutorials a while ago. Found help for hair painting MoP: - I darkened texture a bit. I also made lights less bright JKMakowka: - Well, i have a feeling that i might start seaching job/freelance job outside Finland...…
@SHEPEIRO Dude, I wish I saw that button a long time ago! @AdamBrome Thanks for the lengthy response mate. Your right about the pixel density. Though I'm unsure about changing the ceiling (as you'll never get that close to view it), areas were i want to get close to need to be upped pixel wise. Lighting, yeah, it is NOT…
Flaagan: You can go to your viewport display mode button at the top of any viewport, go down to rotoscope and check it on. Then just choose your image. Be careful to always set it to image pixel ratio as camera pixel ratio leaves your image distorted. I wouldn't recommend using this mode as a substitute for blueprints…
Thanks guys, but I had no luck. Firstly I must mention I'm on 3ds Max 9. @ renderhjs: Unfortunately changing Non-scaling object size has no effect on the gizmo scale increment. The global spinner snap can help but only on repeated clicks, while during drag it works like the default 0.1 increment for Scale in Transform…
The pixel density is kind of unbalanced, by that I mean the squares you see on the model are not a consistent size. I understand the need to size some pieces up and some down according to importance but that doesn't seem to apply here? One of the fastest ways to normalize the pieces is to select everything and relax it. Of…
Hello everyone, I'm currently studying Game Art at the Gobelins in France, and i wanted some help finding fitting schools for the career I'm aiming for As a bit of context, I don't really like working on 3D (i can but i dislike 3D modelling), so I'm mainly interested in the 2D aspect of game art like Character Design /…
As of late, I have been working on a modular environment art piece to build onto my portfolio and gaining modular environment art creation skills. I will post some images below. The last couple of days, I have been building walls and doors and things of that nature. I optimized the first texture sheet as the walls had some…