Yeah first off let me just say that i don't have much exp. doing vehicles, so i'm going look at this from a different viewpoint, more of a general asset creation viewpoint you could say. Its worth bringing up that most car games do things a certain way, however i think its also good to look at issues like this with a fresh…
I need some help with a PTEX Ambient Occlusion issue i'm getting. I have baked out the Auto Amboc on an imported 3ds max OBJ mesh via the PTEX "Paint" window. I successfully baked out one a bunch of times previously with no issue. But just recently is has seemed to always finished the amboc on a PTEX model with black and…
Hello. Title explains my problem. Here is what I'm working with. Substance Designer 5.5.1.129 Video: Geforce GTX 460 RAM: 16gig Processor: i7 2.67GHz OS: Windows 10 In my render window, when it's set to iRay the render shows up correctly. However, if I switch it to OpenGL the render turns all black. Pictures below. With…
It seems the particle system strains out anything that is not geometry. Things I tried: - Linked a light to a cube, only the cube came out of the emitter. - Grouped the light and the cube and selected the group to come out of the emitter, only the cube came out even though it let me select the group AS the particle, I had…
I was looking at the UDK app Epic Citadel and it seems like they are baking their normal map shadow information to their light-maps, as the lighting is static in the scene they don't have to render normal maps at run time but still get lovely bumped effects baked in. Is this possible with Unity? Has any one managed to get…
That's great to hear that you are pumped about making cool environments! It's a fun process. To put it simply: The best way to get better at making environments, is to make environments. Now when you're starting out, this can easily get overwhelming. I see you already made some props. Now you can start very small. Take…
Hey again.. Sorry I'm at work right now so I don't have ZB in front of me to explain in detail but you should see your normal map settings in ZB. Look for something that says seam blur. I think that's what it says.. turn that baby up a bit until you get something that looks decent. If not that, I usually just take the blur…
I have multisub material. With macrorecorder enabled I can see how max creates texMapList and texMapIDList when I open EditUVWs window: $.modifiers[#Unwrap_UVW].texMapList.count = 17 $.modifiers[#Unwrap_UVW].texMapIDList.count = 17 $.modifiers[#Unwrap_UVW].texMapList[1] = Checker () $.modifiers[#Unwrap_UVW].texMapIDList[1]…
http://www.hippydrome.com/ This would probably be helpful. All kinds of good info burried in those images. Weighting, pivot placement, range of motion, mine it for all its worth. I get the best deformation when joints are placed right down the center of whatever limb/torso with little regard to where actual anatomical…
Hello Polycount! Quick introduction and then diving right into this: My name is Christopher Strachan and I have been a motion graphics artist for a couple of years now. While it's been fun and pays the bills, the reason I learned 3D originally was to get into Environment Art for film/game. Now that I've finally gotten a…