Your site loaded up with nothing on the main page. I had to click 3d at the top right to see anything. Get everything on that first loaded page. I dont like how your images load either. It loads but the image is small, you cant zoom in, and then you have to click that TINY arrow for it to scroll to the right. Then, after a…
UDK is currently in the process of being phased out. At the moment, Unity is actually the engine of choice if you need a free version. That said, Unreal Engine 4 (UE4) has a new subscription model that is much more affordable for indies than any previous incarnation of the Unreal engine. UE4 can be had, in its entirety,…
I find it hard to figure out what you are really asking if you ask so many questions in one topic. The first part "how do you export maps?" would be easily answered. When exporting a .FBX file for instance there is an option called 'Embed Media' that you can check. When checked it will add the textures used to the export.…
EarthQuake, my current workflow is exactly like you've discribed it ( + additional step : layering two more "fake AOs" generated in photoshop from the normal maps). Max is also capable of selecting multiple LP sources, that is what I always do, but the thing is that they render to separate maps, and should be combined in…
Ok good thanks for the support. By the way I've been working on texturing simple objects. Like yesterday I modeled a simple sunflower plant, uv'ed it an textured the stem and the bud. I will finish the petals today but I like how it's coming along so far. I am doing various props and vegetation for a mod. I posted this…
Hi, so i tried it but at least for the Normal map it didnt work... :-(... I tried it rendering in 3ds max side by side the 10 000 poly version (the "second original") but on the 1000 poly version with normal map rebaked from normal map of the "second original mesh" in Xnormal, there were visible "artifacts" or how to call…
So for the past weeks I've been tweaking UVs, adjusting bakes, and adding some set up for a rig later on. Now that most of house keeping is done, I've just now run a quick bake into substance and rendered out a shot inside the software. I think some of the high poly details are coming through in some areas but I'm going to…
Thanks everyone for your comments Yeah, I tried to make the hall darker. I wanted a creepier feeling, and its true that the original one was too bright. Since it's lit mainly by candles, I wanted to have some contrast between light and shadows so you can also see the flickering of the candles. It's true that it's quite…
I still think a dynamic, render-target texture is the way to go. With a random timer and some random properties you can "stamp" as many water drops as you want onto the windshield normal map: (Notice the fringe of neutral normal map colour so when a drop falls on top of another it'll clear the one below.) Each time the…