I use headus also and noticed this awhile back. The problem seems to be headus changing the order of the referencing groups when importing/exporting the obj from max to headus. g Box01f 1/1 3/2 4/3 2/4f 5/5 6/6 8/7 7/8f 1/9 2/10 6/11 5/12f 2/13 4/14 8/15 6/16f 4/17 3/18 7/19 8/20f 3/21 1/22 5/23 7/24 g Box02f 4/3 2/4 1/1…
I have been working on my roof, and I am considering two approaches to achieve results similar to No Rest for the Wicked. Since the game uses a top-down view, their roof tiles are quite flat because they don’t require much depth. However, this wouldn’t work in my environment, as I want it to work well from multiple angles.…
Hey everyone! Just wanted to share a quick update on this project. I was recently invited by the 80 Level team for an interview and a deep-dive technical breakdown of this environment. Since it turned out to be a massive 19-page piece, I won't cross-post the entire text here, but I really wanted to share the link with the…
You are using 32 bits per channel (bpc) instead of 32 bits per pixel (bpp). 32bpc color depth is usually only for HDR imaging, games mostly don't support it. To fix it, go to the Image menu, Mode flyout, and choose 8 Bits/Channel. 8 red + 8 green + 8 blue + 8 alpha = 32bpp.
Not entirely sure how exactly is with expressions but perhaps you can try with a little workaround where you can first run " rand(-8, 8) " which will give you some number between -7 and 7 which then you can check with "if-else" if it is what you want. So maybe like this with expression, you can check it and if the random…
Here is the reference http://home.mn.rr.com/ihworkshop/demo_project%20032.jpg Not doing an exact copy just using it to get the general idea of the scene. I also have some time contraints to contend with. Still going to add more detail to the buildings. I like the tableture idea so I'll research that. The building is fairly…
Working on a free quick and dirty normal map tool for Photoshop. (it's free, and yes I'm very proud of the name) justbenormal800×800 263 KB Features * Normal Map Creation * Normal Map Combine * Normal Map Utils like Converting/Flipping * Height to Normal and Normal to Height * Presets Just select a layer, tweak your…
That's pretty much how it was done yeah. There is a breakdown on the artstation post but here is a shot of the details map. UVs and Wireframe breakdown is definitly a good request I don't know why I didn't add one in there @Grubber I will work on adding that in. The majority of the stones average around 5-8k though and are…
There's an encyclopedia on that very topic right here on polycount: https://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map/p1