UV's normally begin in the lower left corner in XSI. For the directX specs, it begins on the upperleft corner. Try mirroring your uv's vertically before exporting.
Greetings, I want to expand my creature art portfolio. If you need creatures designed and/or modeled please contact me. I would like to make all sorts of creatures/animals: cute, horrible, real species, and imaginary species. Please see my work here: https://www.artstation.com/artist/sarahdahlinger Thank you for your time…
http://www.gscreencorp.com/ http://gscreen.blogspot.com/ So, thoughts? Comments? I think it's pretty cool myself but I would like to see a little more about it. Specs don't tell me a whole lot. :)
First post here at PolyCount So this is a plane Im doing for school. The third picture is a test with a spec. map which im new to. Please Nit Pick anything about it. All comments are welcome Thanks
Tri count 5579 Texture sizes 2048 diffuse, normal, spec, self-illum Current model that I'm working on for portfolio. Looking for crits everywhere. Be honest it's only going to make me better.
this was done for a game modeling and animation class. this was the first time i had ever unwraped uvs, made a color, ambient, normal, and spec map. im a game art and designer major at aicasd any critiques?
how to use ddo texture (albedo / gloss /spec / normal) to modo renedring, in ddo my game model look good , but when I try to import textures to modo I can't achieve good results