I finally found some time to continue working on this model. I finished the low poly. I can probably still optimize it allot but i want to continue with the uv's. I have 50000 polys so far. @ kanga, thnx for your reply, i am not sure what you find weird with the feet, i didn't flatten the feet in one of the screen captures…
Max's handling of non square UVs is pretty bad- I think your best bet is to type in a U offset of 1 for the sheet you want on the right. Then add some extra objects to your mesh and place their verts at exact UV cord corners (0,0 0,1 2,0 and 2,1). Then with grid snap on and the free transform gizmo you can move the right…
Hey, We recently published 170+ tweakable materials (procedural and scan based ones) on Substance Source. You'll have access to procedural materials (sbs + sbsar) here : https://source.allegorithmic.com/#/substances/search/sbs Hybrid scan based materials (sbsar) are available here (new assets category):…
I will probably do this moving forward.. however it did take awhile to bake the maps the first time around so for this one id rather not have to explode the model + bake it and learn how to do all of that in XSI for the first time when the deadline for this asset is already here. But if it comes to that... any good…
H+K will make you pay for using their guns in game, when I worked on 007 legends a few of the weapons had to be distinctly re modeled and re branded with imaginary names because of this...it appears to be on a per game basis too, as our publisher was Activison, and I don't see COD having any issues with licensed weapons :)…
The first round of rough profiling to see how my content will work at scale. About 3 cars worth of parts (~300 pieces) all as pickups with physics. I also duplicated textures and materials. Render target is 100% but I am running MSAA. GPU usage peaked at 46% on my 1070 and core 1 of my cpu peaked at 52% and my video memory…
The bathroom scene looks better with those changes for sure. I really dig the super detailed linework environments, keep working on adding shadows and subtle lighting to make them more readable and give them dimension. Be careful not to let the shadows overpower or obscure the line work though. this is an awesome example…
do the same but just 3x stronger in all regards and remove the fog thing in the distance, needs to be way darker and brighter, check out some other games at best that look similar…