Hey guys been suggested by a person to come to Polycount for some advice on how to UV. I've tried several methods on how to uv this character without making the seams too visible. I've tried to paint them manually in 3D coat, mudbox, zbrush with projection tool I've also used body paint 3D. Haven't tried Mari may consider…
Okay, so I dug an old PII 450 box out of my room and it is now taking up permanent residence in my TV room. This is good, because I no longer have to hook the TV up to my laptop every time I want to watch a video clip or access my .mp3 server on my stereo. Eventually I even plan to set up some older games (probably Quake…
Where to begin?I've been in the industry on and off since the mid-nineties but since freelancing in 2009 have found myself drifting away from the AAA scene and more into Indie game dev. This suited me fine for the last 10 years, allowing me to spend more time with my family, but I'm now in the situation that they're off to…
Dude Alberto this is looking sweeeet~! I'm loving to art direction of this and I agree with Oniram on the things he said. Couple of things, the normal map on the white brick looks a bit noisy/pixelated, i also might tone down the ao in the cracks it looks a bit dark almost outlines the bricks in a way(could just be my…
Even still, you're wasting a -lot- of triangles. Bricks should not be chamfered, broken bricks and cinderblocks have a lot of redundant loops, the center loop of the tire doesn't contribute enough to the silhouette to exist and the inside can be much sparser too. In total this prop is ~5k triangles... far too much for some…
the sidewalk looks a million times better, the curve is still chunky though, dont be afraid to add quite few polys for a nice silhouette, anything under 600 tris in unreal is pretty much free, especailly since the way it instances the props. the normal for the bricks on the wall is really bad. you can see where you cloned…
Hey there. needing some help, C&C with my first building i chose to create the firehouse from ghostbusters as a learning curve. couple of reason ive picked this, basic shapes & plenty of ref online. some of the things that i want to learn from this are; - efficient way to model individual environment buildings. - uv layout…
I don't believe you. whenever I get a chance to go outside I just stare in awe at all the walls and floors around :poly124: Thing is, people just learn those little tricks that allow them to spice things up and later they rely on them heavily since there's no time to think when you have to make 50 textures quickly. The…
The way offset/parallax mapping works is it displaces the UV co-ordinates to simulate parallax. In this photoshop drawing: -the green lines represent the effect of the color map (traditional texture) -the shaded middle bit in the center is the effect of the normal map. In the image to the far left you can see the green…
Will do. Thanks yo. :) Yeah I e-mailed myself to scale the bricks down and add more when I get home. I'll definitely fix that, along with the extra messed up sheeeit to the board and trucks. I've changed a lot of textures, too and will post a new render tonight. Thanks a lot. Really appreciate the feedback. Especially now…