What I am trying to do is unwrap this corner piece and use the same texture for the floor that is going straight. It seems like no matter what I do I end up with horrid stretching. Is there any way around this or will I have to create a separate texture for this piece.(Trying to reuse as many textures as possible)
Hi polycount users! I`ve finally found some time to update my portfolio. The idea was to design flying cargo ship (which can`t go higher than troposphere) that carry some sort of plasma (hmm? :) . Hope u want waste ur time looking at this thread.
I'm modeling an axe, and in several places where the body curves, my normals are pinching/rippling in a seemingly simple curve. Blurring and smudging the normals in PS seem to only pronounce the change in normal shading. I can't really spread out the topology much, because all the edges and verts are responsible for…
in this link http://www.iddevnet.com/quake4/ArtReference_CreatingTextures there is a hard face normal map, the high polygon mesh include different part , and like this type of normal map ,how to bake it in maya? combine it or use boolin or something? THX
For those of you who frequent nextgenhardsurface.com, I believe the site may have had a malicious attack. My virus scanners just went off, just a heads up for those who are not running any scanners.
Hello, when i try to apply different noises that ship with zbrush such as dents etc, and click on one, they dont apply to my mesh. The standard noise which gets applied by default when you click the "noise" button works just fine. I just recently started using that feature and despite of copying the exact steps in videos…
Figured It was time for me to improve my HSM as everyone my age is better at it then me! Just realized I've only got 3 months till I'm X, I still thought I was X how the hell did that happen! My computer is already lagging, not a good sign eh. About five hours in,
i really wouldnt worry about flow or topology if tis for a hard surface high res model. so long as your control edges are sound, the rest is kinda just whatever. not saying this is the exact correct way to do it.. or even that there is one.. but this is how id tackle it.