Thanks @Eric Chadwick I never really looked into this before. I know I had thoughts of this before. @WMKHAN13 I can't think of any off the top of my head. I don't think I've worked with any 3D Artists that was 50 or older. Maybe a VFX Artist one time that was around that range, but I don't think I even asked.
Well purple (or dark blue or dark red as well for that matter) means there are overlapping UVs and as Eric said, if you're gonna bake stuff or if the uv-set will be used for lightmaps then it's usually not ok. Other than that it really doesn't matter except you need to remember that the texture will be mirrored on the…
I really like the paintover Eric. I've been trying hard to give it more depth with the lighting and by increasing the spec at the end of the plates. The problem is, as you stated, that the plates have a bumpy, organic end to them. So it was hard to catch the light so easily. I didnt want to lose all that roughness, but I…
The opacity display in Max' Viewports is quite bad by default. Set it to hardware display and it should be much better. (If I understand your problem correctly, that is...) Eric...why would you use Image Alpha as Alpha Source in any Map? I always set it to none, unless I use a Composite Map (or want to see the Diffuse…
Open up the PC and look at your fans, make sure they are all turning and that nothing is overheating. This is the no 1 cause of problems in PCs that are not regularly cleaned out and maintained. That guide Eric posted is a great place to start. Also check out www.tweaknews.net hit the forums there and ask your questions,…
MoP - he just told me it's DirectX based. It's got to be a problem with 3dsmax itself. Like Eric said, the tangents and bit tangents needs to be recalulated upon export/viewing. It's very unfortuneate though, since I now have no way to accurately look at my work. It's probably going to be quite some time still, until our…
Well the thing is with games you model to support the needs of the game. Some need it as separate object others don't also you model to get the most of the texture space. A friend of mine told me that each new object requires a separate draw call for the rendering engine but I'm not too clear on that, so someone more…
That's a pretty good book Eric Thanks. I've tried the shape method before though and it doesn't work for me. Any way I had another go at it except paying attention to proportions this time and this is what I came up with: I think I'm getting the hang of this tablet/stylus thing. It's a lot more fun working with photoshop…
On top of what Eric said, there is a very good tutorial for blending terrain with other objects on quixels site. There are some light leaks here and there. And objects like this chest without any shadow whatsoever. These barrels go through the floor for some reason and have very sharp edges, ouch! Also, theres a clear…
To give you an idea of what's possible with tinting, here's a project I did with extreme tinting in Unity. All the textures are greyscale, all the color is done with custom shaders. https://polycount.com/discussion/160691/sketchbook-eric-chadwick/p1 Here's another example of extreme tinting, made by Snefer in Unreal…