I took a look. You simply don't have enough resolution in the texture to support the detail. If you examine your UVs you'll see that this part is only using a small fraction of the UV map. At a 1k texture resolution, there are simply too few pixels to get a smooth transition across UV seams. The solution in this case is to…
I've never seen that article before, I'll check it out! Cheers Scott :) Sorta dropped off the radar recently. Been working more on my FYP and a little on a little environment test that took my fancy. I don't think I'm going to work on it any more, I just wanted to make something quick and fun, and test out material shaders…
First of all HE IS NOT MAKING IT! HE HAS NOTHING TO DO WITH CONSTRUCTING THAT HMD. He is merely testing a prototype for another person. This guy is the real genius behind the whole thing. http://www.mtbs3d.com/phpBB/viewtopic.php?f=120&t=14777 There's also a website that launched on the 1st. oculusvr.com Its down of…
Offline rendering is a pretty in-depth topic, but here's some things that might help you out. If your uni has a digital tutors membership - they have a ton of intro level videos covering the basics of mental ray lighting. If not, check YouTube - lots of other artists record tutorials covering these topics (I found a lot…
Hi starry91. I think the only way that can happen is if you havent loaded the lp and hp into the right slots in xnormal, or if your models are not in identicle positions. Xnormal takes the surface information from the hp and arranges it using the uvs from your lp. What I do is merge my character subtools in zbrush. Check…
Hey team. Small update, progress is slow, but getting there. I changed any sort of lion detail from the front and put the detail on the back. I noticed when I played around with lycan in game a bit that the way he leans forward means his cape and back show a lot more. Also as the cape animates and moves it seemed smarter…
The only way, and also by far the best is to use materials for this. You need to have polygones facing outwards in the inside of the bowl. You texture those with a unique material that is set to additive/modulate/alphablend (whichever one does it for you), and recolors and distorts what is behind it, which color wise you'd…
Reminds me strongly of the ruins in oblivion... That being said it has been made with very good quality, it just seems kinda sterile and boring at the moment, I can't exactly put my finger on it, maybe later I'll get on and see if I can see was it is with a fresh set of eyes.
Although I'm not new to modding, I've just started creating things for the Dota 2 Workshop. I mainly plan to release full sets, because I enjoy making complete looks for characters. I currently work in MODO Steam Edition, and Photoshop, and most of my concept sketching is done on paper. I have a DeviantArt page…
Throwing weapons are secondary weapons, sort of like shields. It doesn't get factored into the judging, but I want to make sets that people would want to buy, not a set that's sole purpose is to win this competition. If you had two sets that were identical in awesomeness and pricing, but one set had an additional model…