Yea I definitely noticed the smooth frame rates! It auto detected my 6800 ultra and set me at top settings, ran completely smooth! Very cool gameplay too, I loved that they included some rock classics in the bar. The quirks of the portals, anti-grav pathways and gravity flipping target were added some very cool elements.…
could we see a more frontal view and perhaps a smooth shaded one too? Its looking good, but the "dent" in the center of her stomach looks a bit too pronounced from thie angle I see no belly button It looks like the clavicle goes to far out into the shoulders from this angle. At least that is where the flow of the mesh is…
@jewski-bot Well, I use the Chamfer general modifier on my highpolys on 3DS Max, so it's not too much of a hassle when it comes to create smooth edges, I set the smoothing to "Unsmoothed Edges", I add a TurboSmooth on top and voilà :^) @Hyperion Terror I use Tim Bergholz's baking method on Substance Painter and bake in two…
what did you made exactly...it seems you have wrong smooth groups...you need to split the faces in UV map and put the 89,9 degree smooth to the base material... modo dont have uv cages but you can set distance as 1 or 2 modo sometimes goes nuts...you can open a whole new scene and copy/paste your models on it without tick…
I agree with Spudnik remember that the files will be compressed If you are working on x4 textures remember that they will be compressed down. Things below 3 pixels can become lost. Use most of your polys to make smooth interesting shapes really smooth out any curves( if there are not enough vertices on the curves you will…
I have used tex tools to use the uv island for smoothing groups then went back and fixed a few minor smoothing group errors. Checking into the issue about the Eagle i was unable to find any inverted faces,vertices, or anything of the sort. The attached picture has a few areas circled in red, which leads to my last question…
Firstly: Awesome! Secondly: I would suggest bringing down the specular amount on the wood bits. Right now it's far too shiny for warn down wood. The metal bits could stand to have more contrast in their specular (ie. the darkened warn bits have less spec, the smooth less damaged more spec). And also i would break up your…
I've found that Textool's shifting of island is unreliable if you do any modifications to the meshes, like collapsing stack or resetting xforms etc. I suggest using a standalone script for this, it can be found on scriptspot.com As for smoothing groups script, it can break sometimes too. I think it doesn't work properly…
Looks cool. What was the Artstation challenge, this character or any character? Haven't seen this concept before. I feel like the legs still need work on the shin-pad piece(s). They look like they come off the bone further. Also your very bottom shin piece looks really smooth with the curve, where as the concept it looks…
Reflection vector accounts for your normals, if you're curving the glass inward the visual effect your getting makes sense as it's realistic. Remove your normal map and see if it does the same thing. If that doesn't fix it I'm tempted to put money on the fact your glass has a smooth edge with the frame, create a hard…