Hey all of you, I made this project as a tribute to Prince -- I upgraded his ride from Purple Rain to be a hoverbike. Any suggestions on texturing/lighting/emissive stuff before I push it to my portfolio? My texture skills are better than my modelling right now-- I trimmed the polycount where I could, but I didn't go Super…
Most Recent: I have been working on a recreation of Mike Murrill's Lockout for little while now and I am finally happy to post my WIP for the project. As well as it been a study I have been working in competition between my friend Josh Schmitt to see who could produce the best end result. I also through the study have…
Ughhh! TRIM, WHYYY? I have a feeling it's a lightmap thing. But my question is: Why isn't it doing that wierd lighting thing to everything else I've baked? And what is causing it? I've laid my uvs horizontally, vertically, split the uvs on the corners so that the 4 sides of faces were separate islands, and then even tried…
So i went through and changed some of the chipped painted and worn areas and tried to focus on areas where it would be logical that its worn. I added some exhaust at the fronta and messed around a bit with the text I also smoothed out the props a bit cause they were looking boxy. Added a trim around the cockpit window to…
Hello guys, I'm facing an issue with normal maps inside UDK, you can see an example of what's happening just below: and this is the actual texture bake: Besides waviness and bad trace problems which I'll fix with different cage size and photoshop, what I cannot figure is why UDK renders such a bad result. The normal itself…
well no the idea is more along the lines if I were to cut out a image from a plane till I got the rough shape how I wanted every area there was a verticy if it could make a quad it would connect to it so heres the example of something I cut out from a flat plane and the shape I got near the end, now naturally I could…
Heya, Yea. it was meant to look like marble. Looks like mission failed on that! I've trimmed off 100~ tris and I'm going to rework the tabletop now.. any advice on the UV layout? I couldn't seem to get rid of that free space, so I used some of it by giving each table leg its own space. Also - not seeing the smoothing issue…
I would probably use a trims texture to do this prop with a tiled map. Here's a quick cutup of you map for an example. It's mostly strips of different surface types that tile horizontally. good for something like this with a lot of long thin pieces of geo. You will probably want to make a dummy grid texture for unwrapping…
Not very, only packing algorithms have become really good. With simple meshes it's possible to get away with hard edge/curvature/cluster based unfolding but problems that sound trivial, like automatically differentiating a tube from a planar patch with a hole and marking a clean seam down it's length can actually be…
aajohnny- I think the lighting is playing my materials differently. Maybe If i just up the contrast in UDK of my materials Ill get a better color read of the concepts. I do agree after looking at the wall and roof that I should go back in and angle the top wall trim in just like the concept. Dang didnt really think about…