You can add some floating geometry on it with decal and transparency mask OR just select mirrored polygon (modifier must be applied) which is supposed to have decals on it and place it somewhere else in UV space. Quick example of what I meant (ofc, you'll need better layout than mine :P):
Sup/Jo: Take a look at some of the custom islands, like Namalsk. It's possible to replace the environments. That's pretty certain. Modifying Chernarus or the other tinier Island might not be possible though. Here's a completely custom island: [ame=" https://www.youtube.com/watch?v=xnZQKZ94eos"]ArmA 2 Namalsk Island -…
Amazing work! My friend and I are debating weather the geo is modified at all for the specific objects and where it has damage, I say that isn't the case. I think it's using vertex blending and tessellation. My friend thinks it might be vertex blending and parallax mapping. Could you please enlighten us?
Thank you for the review Tobbo, I modified the sword to what you had commented on and the silhouette does look better for the sword after the cuts were modeled in, and the grips dented inwards. Thank you for the critique let me know if there is anything else that is apparent that would help my models look better.
Happy to help, looking forward to seeing how it turns out. Spotlight is great in zbrush to compare the current sculpt with the corrections in this image and make changes. I did modify the image of the sculpt to fit the perspective/rotation in the reference though. And thank you for sharing the reference, have two fellow…
In your Edit Poly modifier, look down in the "Edit Edges" section (be in Edge mode first). There's a button called "Connect". Click the little box beside that option to get the options to pop up. Edit: You can also right click your selected edges and "Connect" will be in the lower left quad menu.
Thanks for your reply. I read this doc and I found XGen is in Maya but I only have the 3ds max. Is there any similar modifier in 3ds max? XGen is still a good way for me maybe I can start to learn Maya if I can't find other solution. Thank you!
Add an Unwrap UVW modifier. In the Edit UVs window, go to the Options menu and choose Save Current Settings as Default. Then collapse the stack. This helps most of the time, but sometimes my settings are reset anyhow, seems to be related to how I collapse the stack, but I haven';t looked into it further to find the cause.
Hmm, I'm not sure. The render bar in Quixel Colors is just a simpler way of 3Ds Max's RenderToTexture window, we've modified it to render out in TIFF or PNG format, Can you try render out with just 3Ds Max's Render To Texture and let me know if the problem persists? Thanks, Scott.
I've started getting this a lot with unity 5. I'm guessing you've modified some of your geometry after baking lightmaps? Try rebaking your lights. Its a total pain in the ass given how slow unity5's bake system is but so far its the only solution i've found.