Hello, This is my very first attempt at creating a game asset, I'm trying to make everything right for this project and learn as much as possible from it, so that once I will have finished it I'll be able to follow the workflow easier, to get more time to creation and less to technical struggling ! I went for a bit…
Well, Blender does all this with its default baker. All it takes is a secondary UV channel laid out as desired, a blank image added inside the material but not connected to it (to act as a recipient for the transfer), and one click of the bake button (in Cycles mode) for each desired map to be re-written according to the…
My friend and I decided to jump into Unreal Engine 4 and try to make something cool. We don't have any solid goal for the game at the moment other than survival wave based shooter. So as of now, we are just getting the base FPS set up and ready to play around with. We welcome all critiques so please leave us a comment.…
Back, crunching out a bunch of models for a Gamebanana Skin Contest, this time all themed around Finland's Winter War against the Soviets. Got a long way to go... Suomi KP-31 Soviet M91/30 Mosin-Nagant I spent wayyyy too much time on the mosin-nagant (dat receiver and bolt), and I still have more to do. I still have to…
Take it from me, I spent years struggling with normal maps. I used to paint for hours and hours trying to fix the errors. Like mentioned above, it would be bad if you needed to rebake and lose all the work. Besides ... its simply a terribly non-intuitive way to work. It's the most tedious thing :poly105:. There is a…
There's hard surface modelling and organic modelling/ sculpting. The only reason you'd want just quads is if you're constructing a base mesh to import into Zbrush to sculpt on. High poly models can have n-gons or triangles, as long as the final result looks good. Meshes in games are triangulated anyway so it doesn't matter…
the first thing i'd do is try baking it somewhere else to see if it is an xnormal issue or a geometry issue. i'd try substance painter first because it can handle multiple texturesets like this. if it bakes fine in there, than maybe it is a problem with xnormal not handling multi uv tiles properly. in the past, prior to…
Hey guys! So I'm working as a tech artist on a student team creating a 3D game written in XNA/C#, and right now I'm trying to set up an import pipeline for our artists. Now, here's the thing: I'm trying to use the pre-supplied XNA .fbx skinned model importer as a jumping-off point (…
@stevston89 Thanks man. I guess I will give the sword its own UV. Maybe 512 x 512 for it ? @atomicguppy Come on in and join us ;P Can't wait to see more. I think she looks a little too tough at this point. @arcitecht I just realized I barely understood the process you just described O o'. I mean, I make sculpt projs. and I…