Hello folks. I'm working on an art test for a company in my city. The things were going pretty smoothly until I encountered texel density. I found several approaches to adjust texel density but none of them worked well for me. Requirements for the model are: 2048x1024 texture 200px/m2 texel density 4px UV padding From the…
So I have been working on this train wagon and I need some help in on how would I go to unwrap this object. I have already unwrapped and textured the lower base and wheels. It's the upper body that I need help and suggestion. As you can see in the 1st image I have the different object for the upper body but most of them…
Hi everyone, My latest job description requires me to create something that needs to look pretty real, but afaik there is nothing on our earth to give me any hint about how it might look like. I need to create a drowned city.. And when I say city, I don't mean some Atlantis stuff. I need real city from around like..…
Sorry, another thread about hair. I've been searching this subforum and in the TB2's Shader Setup for Characters video, but didn't find this info: 1-I noticed that in the Yuri Alexander character demo, you guys are using "hair shells" normals, and adding in the finer detail of the individual hairs in the Detail Normal…
Hey guys, I need some help with some baking problems that I am having in SP. I have tried everything I could think of to solve this issue but I just can't get to it so maybe someone can shed some light on it. When I bake the normal map I get some shading errors in my UV seams like this (first image is with an 88k normal…
Here is the full UV sheet as its layed out from 0-1: I am going by the workflow I learned in Alec Moody's briefcase/normal-mapping tutorials on 3dmotive. His models have just about as many UV islands, except my model is admittedly a lot more complex. :poly122: There are a lot of 90 degree angles in the concept i'm modeling…
When you say "looks good in Maya", do you mean in the viewport? or in a actual render? The normals need to look good in the viewport and even then the tangent basis will be different for Maya and Marmoset so you will never get the exact same result. It looks like you're having some issues with your normal map where it's…
Ah, the mip-mapping. Forgot about that. Axi5 said: No worries, I was a bit unclear as I found this difficult to wrap my head around, let alone explain :p I also managed to call it a non-tiling texture instead of a non-uniform one :# So to sum up (feel free to correct!) Cons: The shader will still use the same amount of…
I posted a thread int he collab forum, and Ive come to the realization I will have to sell some personal items to make this happen. We're doing an overhead RPG diablo type game and in need a several characters rigged + animated, most of those will consist of less then 5 animations per character with a couple of them…
Island of the Undead Concept 3D MMORPG/RTS post apocalyptic free roam world this is just a rough idea You are trapped on a island with a small colony/Village. The island is surrounded by zombies. You gather resources like food, wood, items. Items you find on the ground can be used as weapons. Jobs / Professions Jobs can be…