Say hello to the Bear-coon (Also know as Bear Buddy). I'll start logging some progress here in this forum :-). I like to do a paint over before I get really into painting UVs in case I hate the colors I choose. Please tell me if I have anything wrong in the wireframe, I've never made a bear before!
Hi there, I have the Problem that i've got in the AO, Cavity and Curvature the wireframe on the map. Its only from one HighPoly-Mesh and ONLY on Faces in Vertical direction. O.o I dont know how to fix this or what the problem anyway is!? I get crazy... :poly142: I hope you can help me awsome comunity. UV-LAyout
Hello all, Ive been getting into substance painter lately and am having an issue with baking a curvature map. Can anyone explain why my map is coming out as pictured? I am using the low poly as the high poly as with all my other assets for this project and this is the only one to have this issue. I can post a wireframe and…
I know I have done something I shouldn't messed with and now I am stuck. The selected faces are barely visible which is extremely annoying. How do I change it back to the original orange/brown maya face selection color without resetting maya? And how do I change the wireframe color to maya's default green ?
hello i was reading a lot of stuff abount normal maps i understand them quite a lot, but i have this model Here is WireFrame And HPM I dont know how to bake round edge, should i add some supporting edges and bend them into the HP shape ? I have problem only with round or Cylindrical objects, sometimes there is wavines.
Fair enough. Please don't judge the structures themselves; I'm not only going for a lower poly, but nothing is smoothed and I'm still majorly messing with them. The area where I want more sides at is the top area. Though there is no apparent wireframe, it's still pretty clear which area I'm talking about.
couple more ive finally got finished up :) updated with new beauty shot and the wireframe/textures :) Drooler (below)from the Sabrewulf game by Rare. Initially this was made as a zbrush sculpt similar to the 'Bloater' sculpt i did but decided to take it all the way to a game resolution mesh complete with textures and a…
+1 As long as it somehow relates to the core topic of game art and is useful, I'd say go for it! I strongly believe that game artists can learn from other related disciplines. For that, it's of course useful if you post breakdowns, wireframes, workflows and not just a pretty picture that's unrelated to game or real-time…
You're in the zone, just modelling in Max and go to change the display type to either wireframe or just turn off wires and accidentally press F1 and your browser launches into a new window for the Autodesk help webpage. I'd like to have a nice long chat with whoever the fuck thought that was a good idea to hotkey.
Marmoset has alpha-to-coverage http://www.marmoset.co/toolbag/learn/blending Solves the sorting problems, but doesn't fix the hard edges you get from intersecting planes. Still have to adjust those, like your white hair example. Nice job btw! edit... can you show a wireframe?