anybody using blender? im having a hard time importing stuff in udk , the size is all wrong and i get this message when importing my models im using an edgesplit modifier to make some edges sharp but it looks like this in udk(im a UE4 user and it works fine in that engine) if i find a solution ill update this thread…
Thanks Scruples. Nice head. Are you using the blended normals feature? If not, try it. There's a thorough manual you can use for reference. You can very easily modify this features yourself. Open the shader, at the very bottom, look for this row. CullFaceEnable = false; Just set it to true instead. Note that there are two…
Last night I decided to revisit this asset and do a PBR pass with some of the new methods I've learned. So here is what I have now, I'd love to hear what you guys think. I am using 2 versions on my site, one is modified in post in photoshop, and the other is an unmodified version (screengrab from marmoset 2).
Hi Guys! I finally found the time to tweak this character following your advices! :) I modified the size of shoulders, chest and boots. I painted the face again increasing the contrast between lights and shadows. I moved the mouth a bit upwards. Removed the glow map for the eyes. I hope you like it! As always any comments…
well for the rivets I just started off with a floater, and then I brought that floater to equal level of the flat surface, got rid of the surface face and bridged the edges, add cuts where necssary, and then if there are any noticable errors I fix them. get 8 verts. And then I applied a spherify modifier to those verts to…
Prophecies- Hey! Do you mean start from scratch and paint on a blank canvas to create an entire texture? Or do you mean modify this and add from other textures [with the clone stamp/other tools]? Because I plan on creating a new texture map with a combination of a few textures of older books but I just need to get better…
@Goldenvale I was looking for a way to "fake" modified normals inside of Unity. I have since abandon that ship and did it the way The Witness did it with multiple passes (Alpha cutout for sorting + Alpha fade for smooth edges), but instead of having multiple chunks of planes making the cloud I instead use a single mesh…
These tutorials really enlightened me for uv unwrapping... Tutorial onehttp://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/an-introduction-to-uvmapping-in-3d-studio-max-using-the-unwrap-uvw-modifier-part-2/?search_index=5 Tutorial two…
If you have switcher installed, it should have set 'F' and 'A' to what you would expect. They're called Zoom Extents and Zoom Extents All. Defaults are Z and alt+Z. The 'use last' hotkey only works within certain modifiers (such as editable poly) and only then for certain actions. It's much better to just bind hotkeys to…
@D4v1dc So I can't take old high poly information to a newly created low poly mesh? Basically what you are saying is that I can't do it and the lowpoly model is just the limit to where I can go. Is there a way to still modify the silhouette without having to destroy the UV's? As I understand, dynamesh and clip brushes…