Hello people of Polycount, I'm having a little problem here.. See, I have 1024MB of Dedicated Video Memory, but Photoshop CC keeps giving me an error that I should have at least 512MB to work with 3D stuff :S This is really pissing me off any idea why I'm getting this and how can I solve it? Here:
I have a strange problem, my normal map gets cut. Why? I get the same problem if I bake in xNormal or Projection in 3Ds max. So is there a problem with the cage? The cage is covering the high with no problem. I dont get the same error on the upper side. Only the sides and the back. What may cause this? Thanks!
Hello Everyone, My name is Ron. I just want to take a moment to introduce myself. Over the next few months I hope to work with a few people here to create new player models and weapons for a Q3A mod that will be very similar to Urban Terror. The first mod I started coding has the same game physics as Urban Terror, but will…
In older renderers, the alpha blending is simplistic. I recently wrote a guide for glTF rendering that might help you. It has a few solutions for this issue.…
Posing a character makes them stand out more, and can be used to show additional skill in rigging. A lot of artists don't even create a rig when positing their characters, they just select the parts they want, turn on soft selection, and rotate them into place (fixing up errors as needed).
yes pretty much, it always comes at the price of more geo. many huge projects work without. rigging is not the only reason, there are many more reasons. i personally do not agree to them but i also understand why a production that pushes out hundreds or thousands of assets on monthly basis wants to get rid of this source…
Really? I usually stack uv in Maya before export and I never had a problem with z fighting like when you overlap meshes inside an engine. Do you mean lightmaps errors? Because nowadays I use only dynamic lighting with gi be it in marmoset or ue4.
This is a smoothing error causes by the vertical edges being offset creating a jagged shape as opposed to a smooth curve. A solution could be reducing this shape to as few edges as possible, and smoothing it. There may be cleaner, more manual solutions, specifically with the tool you're suing. However, I haven't worked in…
Decided to add some war dents, might decide to add some other details later...so far this is weapon isnt even close to the tri budget yet... couldn't get past an error in the ChivalrySDK so I just grabbed their mesh to compare the weapon in game...looks right .
Thanks for feedbacks! @gilesruscoe: yep, but in lowpoly model i use lot chamfer (in future) @hostillis: i print some wire screen later (midpoly and highpoly), but i repeat, this is my high-poly study work :) @Walrus: yes, this is the big error, i do not know how to fix this :/