I did some new renders. I´ve changed and adjusted the specmaps and the reflectivity so that the painted parts arent as bright and reflective and that that the damaged parts have less spec. According to my refpics, the painted parts still have some spec/ref left so i didn´t tone it down entirely. I´m going to try to add…
Having some trouble importing this head here. and all I get is this. As far as I can tell I've been following Pior's Tutorial pretty closely. It's odd to me that I can get everything to show up in the editor fine but in game. It makes me think maybe my code is wrong? <font color="orange"> Part Text </font>…
*incoming quasi-blog post* So I've felt pretty inactive around here the past couple of weeks, but for good reason! After being together for over 6 years Gail and I are finally about to tie the knot! Hizzah! Needless to say, I'm pretty stoked. Nervous. Stressed. Happy. But above all else.. excited. It's been a long time…
Thanks Cybergame: -Yes I mirrored a lot of stuff, except for the main body/turret and the gun parts everything is basicly mirrored. And then things like the underside of the turret/tank are scaled down a lot. Should have been even a bit more "agressive" even in overlaying stuff. After doing this and my last work, I sort of…
JurassicPerk, absolutely know what you meant with the size references. Dunno if it's the same issue you ran into, but when I made the mesh the sticking parts with the holes (in the base, the ones you marked as '15' units) were too long and I had to pull the whole thing down, but just using the scale tool would mess the…
Hey guys, I've started making lowpoly and couldn't hold myself and try to texture at least 1 piece for PBR:) Here is what I've got so far: My goal for lowpoly is about 20-25k for the whole model and pixel density of 4k per meter. I'm planning to texture each part separately, so if I decide to make another part in the…
Welcome to the forum, and your character looks super cute and awesome! sword design dosnt really match character design, other then that its looking really nice! love the rendering and color choices. what I mean about the sword is that its very jagged and detailed compared to the character, which only uses smooth round…
You can extrude a cross section of the trunk along a curve(s) for the main trunk. For the smaller branches you can do the same at a smaller scale, or just extrude a face and bend/twist or split as you go. Make a few variations of small branches (be sure to UV these before duplicating to save time later). Then duplicate and…
I baked the normal map by: - first modeling the highpoly, with symmetry on symmetric parts. - then retopologizing to get the low poly. - Parts with symmetry where sliced in half and unwrapped, as well as unwrapping the rest of the low poly - then symmetry was applied on the symmetric parts, symmetric uv's offset 1 unit to…
Got the low poly and UVs done, sitting around 27K triangles. Allowing for 8 pixels of padding on a 4K texture, I've used around 90% of usable UV space. Tried a new workflow regarding UVs, mapped each part as I made it, then used the polytools UV normalizer to match each part's texel density. This way I did not have to…