What you're saying is not true. You will find that if you export an MD5mesh (with 1 smoothing group over the whole mesh in 3dsmax), and then apply a flat grey material (no normalmap or special parameters, just a diffuse/spec pass), the mesh will be perfectly smooth. The difference arises if you use "unsmoothedTangents" in…
is it high though? for a basic, flat wall texture in an FPS at 4k >= 2048/m is where you need to be sitting if you want anything close to texel/pixel parity. Not that I'd be using a basic, flat wall texture in an FPS at 4k - we have programmable shaders for a reason.
I tend to agree with Dado Almeida: I'm not sure why posemaniacs is so popular. Fairly flat 3d model floating in space with its insides on the outside? Not sure how helpful that can be.
the eyes on the head are way too large. also some parts on your body are way too defined, while others that should be defined show no definition. i suggest you take a look at human fat deposit locations. for example the the line between the gluteus and the external oblique (where they attach to the ilium) is almost never…
The handle (the one the triggerguard connects to) isn't round like you have made it, it's actually flat on the sides. Besides this small flaw the model seems accurate enough, good work.
It really depends on how you built it? I suggest modeling a flat piece of high poly tire tread that tiles, copy it a few times in a flat straight row. Do the same for a low poly tile. You can then unwrap it while its still flat or unwrap just one of the tiles before you copy and save yourself some UV space its up to you.…
Yeah more flags more light like torches or lightning posts or something like that that sand is too flat raise it on some area, add some chains , but cool scene great job bud
Hi all, I'm new to the forum but I've read a lot of wonderful info on here and this community is amazing so I figured I'd give it a shot to ask here before I try and reinvent the wheel on my character project. Concept: I have a few questions regarding the retopologizing into baking normal map work flow for game characters.…
Hi, I had posted this already on the UE forums but didn't receive any answer. I feel like this is a typical issue though, so I hope somebody over here will be able to provide some tips. If you look at the attached Image, you can see that at the first image (Flat normal) the ceiling edges but also other edges have strong…
The lighting you've got going on is pretty cool and the overall scene looks nice. For your portfolio I would add some sort of man made light source coming from the right at an angle so you could get some spec hits off of the detail on the side. Most of your detail facing the camera is in shadow which works for the vfx…