nice work... three things spring to mind, i think theyve been said before but im gonna say them too ;-) 1- diffuse looks a bit half baked on alot of the assets it needs a bit more life as do the spec maps...UV damage, dust, dirt wear and tear the wood should go greasy and soft where its been touched a lot, 2 - you need to…
Nice dumpster, only crit I can think to give is that I would imagine spray paint and the paint on the bin would be on or off, I'm not sure if its just me but I always felt that whenever people gradient the transparency of paint it seems to begin to not feel like... paint. Don't get me wrong, paint will fade in a gradient…
http://www.polycount.com/forum/showpost.php?p=1611634&postcount=238 "Lookin good, just one question... when u modelled it the object was all one mesh? or sepparated objects But combined? also it would be awesome if those symbols irradiated light, does Source support EmmisiveMaps?" It depends on the model if it will all be…
The image explains exactly why this happens. The lasso always cuts straight through the object to mask both sides. It does this regardless of the symmetry axis, and uses the current screen view / orientation. So when your object is rotated ever so slightly, it changes where the mask ends up falling on the back side…
About the texture size, EA actually uses 512x512 for most units when the game is set on high (or maybe just ultra-high) detail...which is definitely overkill. The 256x256 (or in the few cases of it being larger objects...512x256) seems to work without any major issue. Looks good at normal height, and has enough additional…
so... FUCK YOU 3dsmax!!! FUCK YOU IN THE ASS! I knew I should have done this shit in maya.... theres a reason everyone uses maya for films. its this: max has no real way of referencing characters. That means I'd have a master file for each character that is referenced into each scene file. That way I could update the skin,…
UV on hi res mesh is not necessary at all in typical baking scenario but could be helpful in some special cases IMO. When your model is a mess of ropes , small details like rows of bolts next to each other or hordian knot of pipes etc. So in such case it might be more time efficient to bake object space normal map on hi…
After the acquisition of ZBrush by Maxon, I'm not willing to pay the large and permanent subscription fees for snail-pace upgrades, but not doing so means I'll have to stop using ZBrush eventually. Whether because it gets outpaced by other software, Maxon stops authorizing perpetual license installations on new hardware,…
1.Create a plane alittle bit over the bed/box (add lots of segments) then right click on it, and convert it to Editable Poly > go to helper and create ''Dummy'' using AutoGrind create the dummy at corner of plane (Plane will be the cloth, just so you know, you probebly do know that) and move the dummy so that the corner of…
The recent thread asking how to maintain texel density got me thinking, as many of the answers were needlessly complex or the opposite, i.e. just eyeball it. There is actually a fairly accurate and artist friendly way to match a specified texel density, so I thought I would take the time to explain the method as well as…