Yeah the modular pieces of walls are like this in the final game (not merged) It allow us to iterate on level in editor + its is very handy in term of optimisation (small pieces are easyer to occlude and then lighten rendering cost)
In the other h…
Thanks for the kind words guys
To answer some of your questions I use Photoshop and Substance for texturing (mainly photoshop actually)
I have a classic texturing workflow, I start with a highpoly (made with Zbrush) bake (normal/ao/world space n…
Luxxa : nothing that much fancy. That was a shader with diffuse/spec/cubemap + an emissive for the night version.
Inside the distillery level we got a parallax shader so we have background plates panning regarding the main view but it was a special…
riznof : those texture resolutions are the PC texture resolutions. Every texture of the game (except the diffuses maps) have been downsized by 4 for the Xbox360 and the PS3 versions (ie : a 512² on PC became a 256² on previous gen consoles)
Maybe you can import your highpoly in Zbrush and polypaint it, then export in OBJ and bake the vertex color info (in Xnormal for instance).
You can also easily split your highpoly (still in Zbrush) in many subtools while cliking auto group (in tool…
MentaLDeFect, I love you!
* Open the window you need to retrieve. (off screen)
* Hit Alt + Spacebar to pop up the little minimize/maximize/close thingy.
* Minimize it. (it should now be docked at the bottom of the screen)
* Drag it up whe…
Thanks for your answers guys
The actual mather is : if I snap on a 30 pixel grid it will be ok with a 32 pixel lightmap, but if I want to enhance to 64 or 128 it wont match, I'll have to redo my UVs. I need to have multiple lightmaps resolution ch…
Putin mec! Ca botte des culs!!!!!!! Bien qu'il soit pas finit t'aurais dû le poster dans le thread final entry
(I'm telling Bal that he should have post his work in the Final Entry thread even if it's not finished)
I made some lightmap test lately.
the scene is ever 100% auto illuminated, there is no dynamic light
I made a first material with a rough normal map to have volume information in my lightmaps. After the bake I removed the normal map.