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Search found 798 matches

by siks
Thu Aug 30, 2018 10:09 am
Forum: Unrelated
Topic: Animating Tim's Weapon !
Replies: 33
Views: 4007

Re: Animating Tim's Weapon !

Woaw man, seriously sweet update! The movement feels really responsive and slick, something I'd expect from a really professional AAA title. :coolpartyparrot:
by siks
Wed Aug 15, 2018 2:08 am
Forum: PBR Texturing
Topic: Wood!
Replies: 5
Views: 1247

Re: Wood!

I'm trying to mimic the look and style of the Boyd's Gunstocks. The wood texture is basically a Plywood texture, kind of like the American Cherry Wood Tim Bergholz made, but if each layer of plywood was a different stylized color (see image or google Boyd's gunstocks) How would you go about making ...
by siks
Mon Apr 30, 2018 11:39 pm
Forum: Work in Progress - Tutorials
Topic: UWT - Sight Leaf numbers not showing up in ID bake
Replies: 4
Views: 611

Re: UWT - Sight Leaf numbers not showing up in ID bake

Hmm. The pixelation does look pretty bad. Make sure you reduce the hardness value to 0 in colour selection if possible. The best approach for font currently is to create an alpha in Photoshop and to stamp it on your object in substance Painter. That way you avoid issues from baking, bad colour ID an...
by siks
Mon Apr 30, 2018 10:11 am
Forum: Work in Progress - Tutorials
Topic: UWT - Sight Leaf numbers not showing up in ID bake
Replies: 4
Views: 611

Re: UWT - Sight Leaf numbers not showing up in ID bake

Hey and Welcome! This is definitely a common issue and I believe wasn't adressed fully in the FAQ. You can see my reply to this issue down below on the FAQ. If you're using OBJ for your highpoly you should switch to FBX. It should fix your issue and is faster for exporting. Let us know if it works. ...
by siks
Mon Apr 30, 2018 10:08 am
Forum: PBR Texturing
Topic: Normals map baking issue on flat surface
Replies: 2
Views: 455

Re: Normals map baking issue on flat surface

Hey! Chances are that your lowpoly triangulation now doesn't match up with what was baked. If you have an area in your lowpoly smoothing that is affected by triangulation, it'll bake into the normal map to counteract the smoothing. If your lowpoly for whatever reason doesn't match the same triangula...
by siks
Mon Apr 23, 2018 6:42 pm
Forum: Modeling & Sculpting
Topic: Modelling Advice - Winchester 1873
Replies: 2
Views: 499

Re: Modelling Advice - Winchester 1873

Hey! Boolean is definitely the way to go. If you look at the receiver it's very soft and rounded all the way, the only flat geometry is on the sides which looks like it's directly made by just cutting a chunk of metal out. Basically the best way to get an accurate shape of the gun is to replicate th...
by siks
Fri Apr 20, 2018 11:10 am
Forum: Modeling & Sculpting
Topic: [Question] How to add mark in 3ds max?
Replies: 4
Views: 571

Re: [Question] How to add mark in 3ds max?

Hey! I recently covered this in a thread about making text, it's as simple as making a white and black mask in Photoshop and using it as a displacement map within 3ds max. Basically create a material and plug your alpha into the displacement map. Apply this to a plane, add a 'Displace Mesh (WSM)', c...
by siks
Tue Apr 17, 2018 4:23 am
Forum: Modeling & Sculpting
Topic: [Question] Measuring radius, length in 3ds Max
Replies: 4
Views: 429

Re: [Question] Measuring radius, length in 3ds Max

Depends on the scenario but personally I like to use vertex snaps. I'll grab any random vertex in an editable poly object, move it to point A, then with vertex snaps enabled I'll snap it to a vertex in point B without letting go of left mouse button. Whilst doing this you can see how much the vertex...
by siks
Tue Apr 17, 2018 4:09 am
Forum: Work in Progress - General
Topic: Barrett M82A1
Replies: 16
Views: 3771

Re: Barrett M82A1

You can never have an N-gon with a hole(s) in it that has absolutely no visible edges connected to the hole. Every model in max is already triangulated even if you can't see the edges, so now that you've removed those edges max is trying to re-triangulate independently and doing a poor job at it. Ju...
by siks
Tue Apr 17, 2018 2:43 am
Forum: Work in Progress - General
Topic: Barrett M82A1
Replies: 16
Views: 3771

Re: Barrett M82A1

Yes those are the loops I mean. Removing them only saves on verts and improves your polycount. And to argue against you going higher-poly purely for a portfolio showcase, I think you should always be considering what is the minimal amount of geometry you can use for any given area. Your portfolio sh...