I have heard a few different thing s about the best way to model the top of a cylinder, and I just wanted to know what I should actually be using:] Keep in mind this is for mobile platforms, if that has any affect on the decision! A - I don't think anyone actually thinks that is best, it is just there for completeness. B -…
Hey Polycount, I'm currently having a lot of trouble getting my landscape material to render correctly in UDK. I have attached a screenshot of the white/black artifacts that appear when I try to paint onto any layer other than 'Grass.' I am not sure if this is a hardware issue with my Radeon HD 7950 or a material…
I'm trying to write a few little tools for Max now that I'm having to use it properly, some of the more simple bits from the long list of features I miss from modo. I figured I'd start small and easy and go for modo's weld verts and make poly tools, they rely on selecting vertices in a certain order (weld all selected…
Hi there! This seemed like a pretty cool idea so I thought I'd give it a go to shake off some fear of sharing my work online. I'm a college student graduating this December and hoping to 3D character art in the near future. I welcome any critiques anyone has to offer. For my first post I will share a bat that I found…
I've imported a lowpoly model in 3DO, but 3DO always seems to split the vertex normals where there are overlapping UVs. This is an asset for a mobile game, so I need the overlaps. Each side of the building uses the same UV space, to save texture resolution. I could re-pack the UVs so there are no overlaps, but this would…
I've imported a less than optimal mesh from 3dsmax into zbrush to do a sculpt with the intention of doing some retopology to make a low poly version which I'd then unwrap and bake textures to. However when I added my zsphere to start editing the topology I found that after the first few points were laid down I couldn't add…
This package is intented for easy and fast construction of various sci fi corridors. Features: Deferred decals - mesh-based non-projected decals create all the detail. This workflow allows you to greatly reduce the number of texture maps and achieve an excellent level of detail. Face weighted Normals - get the smoothest…
yo, its been a while since i started a new thread started this thing in zbrush a few days ago because thought itd be a good idea to do some more normal map work. max render the mask in zbrush shot of the torso in zbrush here's the start of the low poly in max. im still working on the high poly in Z, but i felt the torso…
I know there a few excellent ones already out there like MightBake and Knald :) I wanted to out of personal curiousity and learning experience to try work on my own. I'm having trouble finding technical information on how to approach programming such a software. Most results are about an overview of the process intended…
Hello all, I've just started out with Mixer and doing some testing with some tilling textures i have made. I would like to have my sand texture blend more into my metal panneling this is done in ue4using vertex painting (not mixer). I have tested with a cobbelstone texture I downloaded and it works perfect. So I know the…