your normals look flat and your spec maps look like they have lighting baked in? id suggest not just using straight up images for your textures. at least for the normals/spec. for the normals you can pull off some pretty convincing shapes by making bevels in photoshop and using nDo to make them look like they are going…
That's what seems so awesome about ID's megatexture is that it become easy to make something look good and your framerate rocks. Doesn't hurt to have everything look painterly and awesome. in a way, they have not only freed people of texture limts, but geometry limits as well. you don't have to have strictly modular pieces…
Hey Shabba, Thanks for the tip! I'm not a super advanced Speedtree user, so not sure if I get this right. How do you bake normals in Speedtree? Do you mean that you can set up a high poly tree using Megascan textures, then convert that to a low poly tree using bilboards? :)
Hi, I coldn't find any tips on the internet about it, although I think its very important in game ready models. As the title says – what's the workflow for the cars with interiors? I just finished an exterior with a blueprint of Volvo 240 and I don't have any clue how should I start with the interior. Should it be…
I'm trying to sculpt some detail onto a building, its meant to be heavily damaged for a nuclear fallout and just managed to keep standing, I seem to be having some problems with certain areas being to tight to sculpt on, before I started sculpting I imported it and used crease option in z brush to keep in quick tight at…
Hey guys. I usually lurk, but I'm having some trouble with a postprocess material I've been working on. I'm trying to selectively mask zdepth in relation to the current location of the pixel being drawn, or pixeldepth/destdepth if that makes sense. The problem is, I've done a lot of research and tried a few methods but I…
three ways to avoid seems but might still get stretching depending on your unwrap: 1: if you have a texture that tiles in four directios you can map a cube then subdivide it and model from there. 2: planar map your mesh from one angle the fix up any stretching around the edges. the texture will be mirrored on each side but…
Here is the same model exported as fbx and obj. FBX is 844kb, OBJ is 22.4kb. For a static prop like this there is no benefit so I would usually use an obj. But once we build the unity project, do the models remain in that format, taking up the same amount space? If I was only using fbx's for everything, woudl I be wasting…
Ambient Occlusion represents shadowing that comes from the environment itself, not from any particular lightsource. I like to think of it as the shadows being cast by bounced light, as opposed to the shadows being cast directly by a light. A light map is baking any lighting information into a map. You could set up a bunch…
Hello Rondog! I think you have a very good start here, a very steady base to work on. I don´t play dota myself so I don´t know the original character animations but just remember to rotate some bones in more than one axis just to make it more real. Also try to keep in mind gravity too. Keep up the good work. Best regards