Hello! I am finally starting this thread in Polycount. SHIFT is my final year project at university. We are producing a game cinematic trailer and I would like to share some progress here as an environment artist and hopefully get some input from artists outside of school! I will be working on the environment assets and…
I don't know much about baking normals in Max, but it seems like your mesh is getting cut off. Probably because your search envelope is too small. The reason xNormal is not giving you that issue is because the default search distance is long enough to cover it all. But xNormal is not that good at baking hard surface…
Sneaky sound system are an aussie group, they tend to get popular here, then go elsewhere in a big bang.... So that explains where they came from. Hexstatic: [ame] http://www.youtube.com/watch?v=3jRJZWHyqy4[/ame] And if anyone likes a bit of the harder hitting stuff: Boreta:…
Hi! Certainly a simple example would be best way to get familiar with how tangent space normal maps look/ behave and to set things up in the soft that's being rendered in. Checking the shared Painter file, it looks like the seam showing in that face area is exacerbated by seams/ discontinuity in the curvature map (and as a…
You can have a boolean or enumeration in the enemy char blueprint, that would change when it needs to go into different state. Then in the anim blueprint, you can just get that variable from the owner of the anim bp, and use it in a state machine.
I understand Substance Painter creates texture sets automatically for each Material ID in my .fbx file. But my use case is that I have a single model, say it's a monster, and I need to paint different varieties of textures on it (e.g. fire-type monster and ice-type monster). So far I create a different Painter project for…
Hello everyone :) This is my latest finished piece, tried my best to make it as realistic as I could but would love to get feedback on what I could improve.
[ QUOTE ] I set things up just like this, only rotate the model instead of all that other stuff. Just easier and simpler for me. [/ QUOTE ] Yeah. rotating the character is easier if it's just one character. Rotating the camera is nice if you want to be able to quickly switch out models and keep the same motion with the…
Looks like a good start. One thing you might want to try is putting a simple human dummy model in there and the modeling around it. These curvy bikes generally have a way of being modeled to fit the human form so that the person riding it becomes part of the bike. Also if you are going for a traditional thrust system to…