I'm exporting a car from Max in FBX to Maya. Some parts of the car in Maya just become white with a Phong material, others are the normal gray. I can change the material and color and what not but ONLY the gray stuff gets affected. Exporting an OBJ from Max gives the error of UV's out of range and Maya refuses to import it…
did my best on an unwrap of a simple object to become a noteboard, cork board sort of thing. i made a simple diffuse but i see it being applied on each different part of the model.... the board itself, the sheets, etc. feels like a simple error along the way somewhere. can someone please help me?
Hello, Now I'm approaching another stage of my development which is finishing my models to game res. So here is first one. I made some errors in terms of topo and wasted polys but ok, I will know now more with next model and hopefully it will be better next time :) Head is about 15-17 k
Finally started doing some more personal work. still very WIP but any comments would be appreciated! Some observations: Haven't finished the sculpting but I'm not happy with the wings, probably going to try a different shape with more of a distinctive silhouette. Will try different grip types. Will keep experimenting with…
After a painful 'trial&error' research I realized a small interesting thing - the normal map gradient seam is not exactly a painter's problem. It definitely causes by MatFinishRough filter on the base layer of my green paint material. It seems this filter does not provide work with overlapped UVs. Any suggestions guys?
Be aware that Unreal does not generate tangents for the second uv set of the mesh, and even "derive tangent basis" material node can produce some errors sometimes, so its the best idea to keep every normal maps on the first uv channel whenever its possible. Good luck anyways.
Been working on other stuff. Thought I'd post this pic. Thanks for all the help. There is much more I can do and improve. Maybe I can get back to this and add dirt and wear. The biggest thing I can improve is hard surface modeling. Making sure there are no shading errors.
Nicely done so far. You have many smoothing errors, and please keep in mind that many pictures show clones and not original HK21/HK11. I worked myself on the HK21, which is a slightly different version of the HK11. I can upload my reference folder somewhere if you want.
Back at it again today! Working with the back side mainly today, don't know if it will be too colorful or if I like it just yet dunno. Added some stuff in the front and fixed some proportion errors and some line fixes aswell. Feel free to look at my progress on this sketchfab model :3
I mean it might just be the design, but 4k textures seem grossly disproportionate to your tri count. There appear to be some smoothing errors that could easily be fixed by adding in supporting edges or allowing the design to be more... flowing? I'm not sure how to put it, it's just far too blocky for my tastes.