I'm working on a model in dDo that is 80% textured and would like to make a few small tweaks to the Color ID Map. Is it possible to edit or add new Color ID's within Photoshop, ie., saving me the time of re-baking in Max? ; ) If so, what's the process? Thanks!
A 4k sky map is very extravagant, your graphics engineers/tech artists are going to be pretty upset with you. Layering is usually the way to go. Some tips here: https://www.artstation.com/artwork/dqE21 https://80.lv/articles/creating-skyboxes-for-aaa-games/
Iron Man and madagascar stuff sells because they ship more or less simultaneously with movies and movie marketing campaign does like 80% of job. Producing mediocre games won't help anyone. And spreading people thin on 5 mediocre titles simultaneously is not a good idea.
SSAO/HBAO might be happening if you have it turned on. http://us.battle.net/wow/en/blog/17944910/engineer%E2%80%99s-workshop-anti-aliasing-lighting-2-12-2015 Vertex colors can be used on terrain and very big objects in WoW.
Theres a pretty interesting comparison in that Naughty Dog Art Direction powerpoint posted a while back. It's about 80% of the way through it (of course the whole thing is very much worth checking out!). Found here: http://cmpmedia.vo.llnwd.net/o1/vault/gdc10/slides/Pangilinan_Erick_Uncharted2ArtDirection.pdf
The colour is a bit off, partly because of lighting. It would be neat if I can allocate the screws to follow the edges, instead of splattering the same decal around to get the pattern. Its around 80% done. Just some small tweaks to more closely mimic the original.
holy crap! Go me! I was just guessing because the last clue put me in an 80s mindset, and the corner of the map seemed like it could have been the 'dont touch it its evil' rock from the final scene... new clue coming soon!
Thanks man! I'm trying to make it look like a sort of metal chassis around cutout sections showing internal wiring, coils etc. All guts to give it that homebrew sci-fi look like the props in Back to the Future, Ghostbusters and 80's hardware.
Agree with Achillesian - If you scaled down their heads 80% they'd look more in proportion. Also Dr M's dong needs a bigger schlong - at least from how I remember him in the film - and the audience reaction every time they did a wide shot of him.
That usually does 80% of the work for blending stuff. The thing that still stumps me is the clashing of vertex normals between the intersecting mesh and the terrain/other meshes that cause lighting seams. It appears that Dice may have developed a specific lighting model or shader to get around that.