thanks. i think i will be able to apply those tips and tricks the next time im gonna render a weapon. i, for one, didnt know that normal map trick :) cheers
If the vertex normals are split (making a hard edge on the low-poly), then you usually need to split the UVs too, and add empty UV space between the two islands. Bevels do not require UV splits, in general. There are exceptions, so ask them to explain the “why” behind their rules. Mirroring and duplication are explained a…
Okay, I'll work more with lining up the face with the reference image. And Neox I will try that trick of using the movie and timeline trick. Aligning the images is always the best way to be dead on to the concept.
Here's a trick to pilot the hardsuit: After pressing the boost key (shift), press the left ctrl to use the brake, this will remove the hardsuit's booster delay. The trick is useful to maneuver around corridors and areas with many obstacles.
Thank you Benjammin! The problem is Photoshop color picker is in srgb and there is no linear option, same in 3ds max if I am not mistaken. I tried to calculate values by using that as a reference: https://marmoset.co/wp-content/uploads/2014/01/materialref03.png Roughness: Material Linear Srgb 0-1) Srgb(0-1) Srgb(0-255)…
Hi! Tbh I'm not sure how okidoki's example can help add noise to animation curves, I mean with some technical knowledge you could hack together some kind of node network that would grab a position of a point from a noise texture and use it to drive a position of a controller on an animation curve, but I shudder to think…
Hi everyone, just joined polycount :) I've hit a bit of a brick wall with this sculpt I'm working on , this is my first try at a full female bust. I'm at the stage of mid frequency changes - no hair or eyebrow detail yet, I'm still dynameshing, as I'm not ready for details because the form isn't looking right to me yet.…
Hi everyone, I am trying to make a path paved with bricks/stones that is similar to this Skyrim screenshot: In this screenshot, it almost looks like the "stony" part of the path is a separate piece of geometry from the terrain that it's resting on. That is the exact effect I am trying to achieve. But, whenever I paint…
Hey, Trying to use 3ds Max Reactor feature to make a pile rubble like the one in this tutorial. http://www.3dmotive.com/product-reactor-junk-pile The problem Im having is my bricks are seperated by some invisible collision box when they fall on each other. I have it set to bounding box as simulation geometry so I think…
Hey Guys! I've been wandering how games like Company of Heroes texture their terrains. In a way that the whole map is not beeing tiled through alphamap, but actually there are roads, bricks and details more or less unique for the whole map. I've read about Id Software/Splash Damage Megatexture technique which i find…