I've worked on this modular walkway set for a few days now, it consists of one large texture atlas containing all parts needed to make something like what's pictured below, what i've been doing today has pretty much been constructing pieces from other parts that can come in handy. The scene obviously looks quite…
You paint a mask that blends between two texture sets, one set for the regular wall and another set for the damaged wall. The material controls how the blends occur. Often people use vertex color as the mask, since it's easy to use and efficient in-game.
When I was using UDK it was best to set ViewportNormalMappingType to Qualified in 3dsmax before exporting the mesh and in UDK to explicit Normals. This gave better results for Normal Maps. Is this step still needed? Or should Qualified be turned off?
Hello, this will be the first serious set of modelling I have done in some time, I am all open to suggestions and criticism. I will base my helmet on eastern/nomadic, kind-of Turco-mongol origin items.
Final Renders Here's my Uber Cute Cyber Shinobi who travels through time and carries out his missions and assassinations :-P and of course Substance texturing jobs with the help of his Laser Hand Band. Sketchfab with more detail annotations : model
Back in 2004, an MMORPG called RF Online was released; looking back on it today I decided to recreate/re-imagine one of the factions featured within the game the "Accretia Faction". The Accretia where Planet conquering robotic lifeform that began the war between the 2 factions in the game; they resemble Gundams Mobile…
Heys, so i saw a video on how to set a symmetric overlapped UVs in 3D coat https://www.youtube.com/watch?v=1Z5h8T0c7BU so my question is how can we overlap same UVs if we're importing a model into UV room instead of retopo? and how to overlap specific parts not the whole model? thank you =3
Hey you guys! I had to jump into this. I'm going to try and finish this comp even though work has most of my time atm. Current idea: A Mason Knight set (The weak shall serve the strong!) -Helmet: Heavy armor with dragon and fire details -Weapon: Bearded Axe with dragon and fire engraving Cheap sketch-
If you do that with embedding and make sure your color settings don't break stuff (ie, set grayscale to sGray ) you'll have a fairly non- destructive setup. The problem with compositing and reimporting (regardless of the method) is that you can't go back and tweak stuff very easily
Hey guys, looking for a script that can set a different material ID per element in 3ds Max. Currently all the scripts I've found randomize it; resulting in some elements having the same ID. Thank you in advance!