Here´s my first SDK: http://www.megaupload.com/de/?d=85GSYI5F 690 tris 1 x 512x512 Texture The entire Visor can be blended out via alpha mapping. I hope the UV´s are bearable...i´ve remade them three times Have fun!
Nice job man. I feel like his outer extremeties need a good bit more detail. Right now they are kind of soft and lack the definition and care given to the torso. With his face, you should blend the beard and face together a bit more, as right now they are very disparate.
Cars often use mirrored UVs since they're symmetrical. Logos can be placed with separate decals (a floating quad with alpha-test or -blend). Google Images search for "car texture" will show you examples of other UV layouts. http://www.google.com/images?hl=en&q=car+texture
just wondered what everybody and their dog thinks about snake's hair from the mgs4 trailer: to me that looks like a blend of common alpha mapped polygones and some custom developed stuff that's used to mix in strands of hair. like it can be seen on his moustache and the hair in the neck area. tasty!
Hi I'm looking for some advice on animating eyes using a Maya into Unity workflow. Due to this the shape of the eyesocket I can't use a sphere as I usually would. I need to control the eye dynamically in Unity using blend shapes or animated texture. If anyone can point me in the best direction that would be awesome. Thanks.
Hello polycounters! My wife is now on her first year studying 3D Environment Art at local university. The teacher says they have to straighten every piece of UV to prevent edge bleeding. Is it the right way? I doubt you can flatten a sphere or something curvy in a flat square without a visible distortion but I may be…
Concept- Someone else's http://img246.imageshack.us/img246/4361/hammerfellcommonfurn2so6.png 1. 2. Wire frame 3. First color variation of the texture. I did not like it, it all blended together too much. 4. 5. Yep. I worked a lot more on the textures. I used the full 512x512, and think it looks pretty good. Comments and…
I've been using zbrush with zapplink to get around pesky seams when doing models with lots of skin showing. I've been working at fairly high res when doing this and the results are great. When I resize the textures later to be used ingame the seams become apparent again. Is there a way of resizing the textures without…
Can I let a mask follow a directional light for instance i build a mask that blends between city night lights on a planet and day time. now i want the directional shadow light to follow my mask. meaning if i change the directional light the mask follows. any input would be great.
So I'm not exactly sure what happened but I guessI pressed something on the keyboard, and now my mesh (you can see the sphere is the same color as the background) blends with the background and is invisible or something. I'm wondering what key combination of keys I pressed to activate this, how to turn it off, and what it…