Hi! What does the mesh shading of the lowpoly look like? Is it the same on all parts using the same texture? Are the stacked shells oriented in the same direction? I would expect the final shading (normal map applied) to look off for each part that's reusing texture but that has mesh shading that's different than the part…
Surely, The Division is one of the most fascinated games. It has very cool ground materials and shaders, one of them is the muddy Car track material and snowy car track material. it makes me wonder how they did something like this and how to make something similar in Unity, How to make the car tracks turning around like…
Hey guys Currently working on a project for University where I've designed my own car and have modelled it in 3ds Max. Currently having a problem with the car paint shader. The environment map is working on the back & side of the car, however stops when it gets to the front. Was just wondering if anybody knows how I could…
Looking really good overall, the lighting and mood are working great, especially the sunlight coming through the beams and vines. =) One small thing that stood out to me: the step in the foreground feels a bit too smooth/curved compared to the rest of the stonework. It might just be me, but since the scene leans more…
Hi all, I was wondering if it would be possible for you to point me to where I'd be able to buy a nice NURBS car model that is easy to tessellate, please? Failing that a game ready car with LOD's ranging between 1M triangles down to 10K, if possible? (I'd also need a normal map for each LOD to be baked from the high LOD…
what about gibraltar? white front and yellow back plates and the drivers seat on the right certainly point to the UK. but obviously you can register cars with right hand drive elsewhere, too.
I'm a low poly modeler/animator. I mainly work in the Half-Life style, mostly creating weapons and hand models, but I can do other things as well. If you're need a commission contact me. Discord: ryder_joestar Models Portfolio: Example of animations: https://youtu.be/GkK0k8RV1OA?si=DfMXVy2vfrADd1s7…
Okay it's about Cube maps, and blended environment Maps. the one Caveat abouut this, is because of the draw order bug in the UT Engine, you cannot use this effect with opacities, otherwise it draws the last faces first. 1.) You will need to create three cube maps. Two are based off the same source art. The third is a…
Just like the car you posted? I'm not seeing how it proves your point, which was "It looks weird, no car has it this way." when I post a picture of a car that does have a bumper that works about the same way as the ones I put on my car..
Can you please show a wire of the un-smoothed car? Also a top front and side ortho view. Screen Grabs from the view port work just fine if you don't want to render them out. Also are you working form any blueprints?