Been getting some more stuff in UE4, got Taston's pillars in and the roof supports on top, also some WIP floor tiles and some sections to break up the flatness of the walls. Feedback welcome
So I started working on an environment on unity consist of Stylized lowpoly Floating islands, as you can see in the pics, I'm working on the first platform, the textures are made in substance designer and these Rocks are sculpted in zbrush and baked in substance painter, Critiques are welcome^^
Sup... This is 27 polys,but youll notice that some vertex are not all flat.`I dont understand snaping yet but id like all of them to be flat on same setting.Is there a way to flatten them out to the grid?Im reading up on it but could you post buttons to hit. Theres also some parts floating around in the back that got…
"Floating geo has to look good from one perspective - perpendicular to the surface you are baking" Sorry i am not quite sure what you mean. The main part where the floating mesh is on is slightly curved so this might cause a problem? however the low poly geo is like exactly perfect :/
Hello once more! Im closing up on the sculpt of Fiat Dino Coupe, I need some good advices on how to get to good, realistic render of it. Ive never done realistic renders so I dont know if I need to hand paint him then throw some metalic maps on him or something (same for tires and everything else). I have next options to…
Why am I reduced to buying mp3's, or worse wma? Not even the choice of ogg. And don't give me drm, many have stopped requiring it in the mp3s bought. How am I supposed to support the artists I like, when I am reduced to lossy compression? /end rant. (Its sad when you type in flac and your artists name, and only torrents…
Hi, Another issue came up with my experience with normals. After doing the retopology in Topogun, generating normals and applying it in Maya, some weird flaws are appearing in the model which shouldn't be there as you can see in the image - right side (all looked well in the high-res and low-res version). Any clue why this…
Hey All, My buddy (tsfalcon) showed me some really neat Warhammer stuff the other day and it got me wanting to model something from that universe. So I modelled up a Hydra Flak Cannon. Cheers!
Shader FX in 3ds Max 2015, when I use a Float node and compile the FX shader, the Material Editor refuses to allow negative values. It only allows zero or greater. Is there a checkbox I forgot to tick?
Try throwing one over the top of the other and setting the top one's layer blending mode to Difference. Then put a brightness/contrast adjustment layer on top of that and crank up the values. You might see small - but important - differences in the normal maps. Even those tiny differences can make fairly noticeable flaws…