Struggling to figure out where the mis step is here. Fbx from max, normals tangents and bi normals all exported. But any uvs that are rotated 90 or something along those lines shaded wrong. Same model thrown into unreal renders fine as expected. ( I understand unity is open gl, so the normal maps g channel is flipped in…
The scales of the dragon are too uniform. If you look at pictures of snakes, lizards and crocodiles, you will find that the scales have diffirent size, texture and shape depening on where on the animal they are and what purpose they have. Use reference! http://upload.wikimedia.org/wikipedia/commons/a/ad/Crocodile.JPG…
Cool stuff, nice to see some traditional art posts from you. Regarding your approach; I'm not sure how your approach is but how long are the shortest sessions you have for each drawing? During my art school days we sometimes had about 1 min sessions where we would get all of the main shapes ready and not enough time to get…
Hello ! I have a question, i am trying to do a low poly microphone and i was wondering how can i deal with the unwrap of a rounded shape like a microphone net without seeing the seam? Do you have any ideas please ? Let me show you a photo so it's more clear : I've been struggling with this for hours i can't see how to do…
I want to make some hair textures in this type of style but im having issues getting that really specific shape down and just in general trying to get any shape thats really organic like this. Does anyone know a good workflow for getting the type of decals like this?
Hi I'm making a bracelet for 3D print. I made it a rectangle first to make an etching in it with an alpha mask using projection master, but now I have to bend it into a D-shape but I can't figure it out how. It has to be this shape: http://www.hersey.co.uk/mens-silver-bangle-bracelet This is what I have: I tried this…
If I have any geometry in the viewport with Mia Material X applied to it then everything displays ok. As soon as I connect texture to Mia Material X the geo in the Maya viewport goes pitch black. I am having to apply textures using Maya Blinn and once I am happy with the texture placement I reconnect texture file back to…
Are those DLSs for some special or maybe old platforms? I definitely saw normals map based shading on character jackets and backpacks in the game. Does the shader use a height map, I saw a shader example somewhere that did normals on the fly from heights only
I think you should just make a color map that is modulated in a shader in cartoon style way. In other words, don't shade the texture and write a shader for that. Secondly, it sounds like your 'leaders' are a bunch of tools who don't know what they're talking about.