Hey Aaron its a good start and glad to see you finally posting. I agree with a lot of what was already said for things like the logo and what not. As for crits of my own. Your HP's have to many 90 degree angles on things, this will not produce proper normal maps, you need to give them a bit of an angle. Rays are cast from…
1: Nope, I dont see a working option in extract to do that. It will extract them in there respectable chunks, but you will have to recombine all the chunks. Duplicate face seems to do the same thing. 2: yup! grab your object, hit "insert" move you pivot where you want it, and hit "insert" again. 3: Hapens alot. Set the…
It shouldn't matter if the high is inside the low or vise-versa. What matters is that the ray distance, or cage, depending on which you are using, is larger than the lowpoly. The low(cage or otherwise) casts IN, not out. In max cage is the default behaivor, and the cage settings by default suck. You need to go into the…
well if you could get a full set or courier for testing in the game without the super exhausting workflow that it is right now that would be a real timesaver, i've seen people putting in custom mdls to play with against bots and such, so this would be a way better way to test your stuff before you do the final submission.…
vue d'esprit should work. http://www.e-onsoftware.com/products/vue/vue_10_esprit/?page=8 see under rendering. i used vue for a couple of skydomes and i found this soluation the best and easiest to use for me. there are many presets, some good, some not, but you can get great results. takes some time to master the settings…
Just some generic advice: flags usually refers to the options set on a particular thing. So when you see a large number like that, it's a good indicator it's a binary structure for a series of checkboxes to say a feature is on or off. Hopefully that helps points you to something in the software to look at. It sounds like…
Yep overdraw and opacity sorting can quickly become huge issues so you want to limit the amount of opacity maps you use and their impact on the scene. If your map has a lot of opacity dead space it's generally a good idea to trim the geometry tighter to the opaque areas. This helps if the geometry is set to cast shadows to…
Thanks for the comments! :) Thanks :) I need to play around with the handle some more...I will try and get some done on it tonight if I can and tweak the spec on the wood a little too. Cheers, man! :) Is it the specular strength that you think is wrong or the gloss? Thanks for the crit! :) Yea the AO is really light on the…
Thought I'd test myself with this one. I've always had problems with this particular problem. Here's what I came up with: TL DR!!!! Sorry they're out of order. First off, you can see from picture 1 that there are slight imperfections in the curved surface. To be honest, I don't think you can get away with this type of mesh…
Hi, I have a furniture piece and I'm trying to bake high poly to low poly. The issue I've been getting is that there is the seams of low poly being kept too visible in the baked normal map. The images are my high poly/low poly/low poly with baked normal map. (The image texture in the last screenshot is set to sRGB, I'm…