Two important considerations to think about with an asset like this: 1. It's best to align UVs vertically or horizontally, instead of diagonally. This avoids jagged/blurry artifacts from antialiasing, and improves downsampling for LODs and MIPs. 2. For hardsurface assets, you'll get better results by not using baked normal…
So, I made a brush in Photoshop/krita. How do I solve this: The top and bottom are flat. I would like the brush to rotate as I paint so it like a ring of strokes. Like this;
[Posted May 2015] Started working on this yesterday. My first time really using zbrush for detailing. I tried something similar with mudbox quite a while ago and it didn't go too well. I 'm fairly happy with the results this time. I'd point out that only the blade has been detailed at the moment. The handle and hilt only…
Thanks Franky for pointing out the hair problem, for some reason I thought it wouldn't be too noticable to just throw an overlay on it but guess it really was making it look worse. I got my hair planes going but they're a little on the lighter side for now. I had tried to make the hand a little bigger to make him look…
Ok I Made The Low Poly Ak74u , Uv Mapped It And Trying To Bake But i've Been Having Alot of Errors Which Are Really Annoying me And Wasting My Time. I was testing the bake on 1 part just to make things easier the cage is covering everything and its close to the object. but i keep getting empty pieces in the normal map and…
I love this. The execution is really strong, and the prop work and modeling are great. Overall, good job.I freaking love Lisbon and Portugal, and I’ve wandered these streets a lot, so you really captured the vibe. One thing that can elevate good work to fantastic work here is values and tonemapping. Let me visualize what I…
So I recently came across this game (Asterix & Obelix XXL 2: Mission Las Vegum) and was impressed by all the foliage in the first level. The game itself is old, so it was made around the limitations of non-shader consoles (i.e PS2). It starts at around 20 seconds:…
I made a tutorial of sorts. This is my first in hopefully a series of short quick-tip tuts that will focus on one thing. I want them to be easy to watch. Please let me know what you think. C&C are welcome. [ame] https://www.youtube.com/watch?v=aqDBkcYZZe0[/ame]
Hi All, One more question I have about high poly and low poly mesh. Should everything you create be made high poly, or only certain mesh objects be high poly, and then everything else be low poly? Any feedback on this is greatly appreciated, thank you! :smile:
so I'm having this problem in maya no matter what it is, when i'm looking at something in the high quality rendering view. i keep getting these black lines all over the models. Anyone know how I can fix this issue? here's an example of what i'm talking about. Thanks, Mike.