Both of you are quite correct. In fact we did use many extra edgeloops to help avoid seams in the normal maps, and a great deal of the UVW mapping is done with as few seams as possible. This DOES create some stretching but this is irrelevant to the normal maps, and since this is TF2, the diffuse maps can be so simple it's…
Boundless is a gaming project for the next gen portable devices revisiting the classic top-down tactical turn based RPG powered by the Unity 3D technology. You take control of 11 heroes each with own unique gameplay style venturing through unworldly adventures into the past and the future seeking the hope in restoring…
i put halo2 for both. console games tend to sell more then pc games these days, especially big name console games. halo 2 has over 1.5 million pre-orders, and pre-orders tend to make up only about 10% or so of total sales. half-life will be big, but not halo 2 big. and i didnt really like half life 1 but loved halo so im…
Schell Games is currently seeking a talented Technical Artist/Character TD to join our current team working on projects ranging from online worlds and handheld games to themed interactive attractions. Team experience is essential as is the ability to be self-directed and prioritize your workload efficiently. Our ideal…
Hello Everybody, My name is Fabio, I'm from Italy and I'm writing to you today because I need your help. In the past I had the opportunity to use normal maps only inside ZBrush, with the Zmapper plug-in/component without having any kind of problem. Today, I had to begin to work with them again and I'm in a lot of trouble.…
Hey guys I'm using the Xoliul Shader and I get these seams. I have not touched baking normals in a while...I do remember when I was in college getting rid of seams using Zbrush. However I don't remember how to do that, plus I remember not being too easy. Do you guys know any easy way or any way at all to get rid of seams?…
Mecha Unit - Modeling and Texturing CLIENT: Firepixels (c) 2011 PROJECT: Reboot ARTIST: Guigang Lee Some updates on this mecha unit, which has been taken from the concept art stage to a finished low poly model, and in the next phase it's going to be rigged and animated and made ready to be imported into the game.
https://archive.org/details/mayatechniqueshy0000mill/page/n3/mode/2up it is scanned and you could officially borrow it digitally if you are applicable. the book goes over more parts than just modelling like texturing, skinning and rigging. For modelling only, you could also peek into the powerpoint file accompanied with…
Thankyou guys for the feedback! I'll definitely take this all in to improve it. It's a free dragon rig that I used. It's a really awesome rig! http://www.cgmeetup.net/home/dragon-rig-free-maya-rig-free-dragon-rig-for-maya/
Ah. Ok, thanks! I have another issue now :S I am trying to create a character morph sequence that allows for player control over each state of the morph, within UDK. Ideally I want to create the morph between these two states: However, although I think I have the mesh and texture morphing aspect sorted, the extreme…