No apology needed. Yes... very true. And I have sometimes developed migraines trying to explain to new users of WW how to distinguish the two types of geometry. But a major goal throughout the development of WW has been to move 100% of the design into Max (modeling, level design, texturing, lighting, etc). Right now I've…
Maya's hardware viewport is good enough of a normal map preview (just set the texture resolution right in viewport settings) - it is recommended that you just import the mesh into whatever engine you're working in, though. (remember to flip the Y axis/green in engines that need it) That normalmap artifact on the seam might…
@Mcejn: I like it and think that's a good direction, value-wise the saturated colors of the pit are perceived much darker, though, than the greyscale version might lead to believe. So I'd go still lighter around the pit area. @Afklamer: Like already said I really like your piece and like it the way it is and I can't…
I mean surface tools, spline based modelling and so on. You can't go to the extent of controlling fillets and bevels as unique components of an object but you can exert control over topology and maintain a completely non destructive pipeline if you construct it correctly. You can uv most of this stuff parametrically as…
Based on some additional reference I found during my research, I've now changed four doctrinal vehicles to feature a simple two-tone pattern: So at this point I have all vehicles in their near-final form. I have a few minor details I still want to hit, but they shouldn't take long. Then it's the winter versions,…
@Jacky: I already disabled AO for these shots, but thanks! @Osman: Thanks for the detailed reply. I know about the Level scale and the Settings in BaseLightMass.ini, but this exponentially increases the render time of the lightmaps. (I could probably use it in the final verion). When using vertex-baked lighting I would…
I've recently made some pretty extensive research into modular environment texturing for a game project. What I came up with was having elements that tile horizontal on one texture board, elements that tile vertical on another and keep any materials that tiles across large surfaces like bricks plaster and stuff like that…
Haha ;) I was heavily depressed for half a decade and this imposter syndrome (although mild) is something I still suffer from. I wouldn't call it emo or bs. Regardless of what wikipedia may say about it, it's caused by chemical and hormonal imbalances, both of which I had when depressed. It's something I still struggle…
I find that I can do box modelling amazingly fast with Blender. This is, of course, just personal preference - but I feel that menus and stuff just gets in the way. It interrupts the flow to have to look up a menu. It seems to be like that in at least Max where you have to use modifiers to a large extent. At least the…
the back propellor looks super tiny , could easily be 2 times the size exagerrating the top vent above the cockpit would probably help the proportions, it was bigger in the sketch too the plane looked more sleek and dynamic in the sketch, maybe making the body and especially the engine around 15% thinner / less radius and…