d1ver CLOSE! lol, but here is what you are actually seeing in the first graph. You are misinterpreting this as LOD vs what I am talking about and referred to ass "L" in my diagram, the slow communication between CPU and GPU. Sadly there is no reference for time, I assume this is how much it can do in 1 second of time.…
whats your favourite game boss and why? All RE: 4 ones, but the final one sticks out in my mind. The whole scene plays out just like that; a scene, as opposed to one critically lame boss fight where I'm whittling down some guys energy bar for 20 minutes. Lame. It had a sense of urgency to a degree, and the crux of it, I…
I agree on the pirate scene it looks like you are using different styles. For example the compass looks very realistic in comparison to lets say the chair. So consistency seems to be a little off on the first image. The second image. The door to the left seems to have some very aggressive normals. The floor also seems a…
yeah, but 2.8 has a cool manual normal editing, bevel baking and face weighting modifier . I could officially drop 3d Max for good. Bit those new interface hoops make me torn apart in-between 2.7 and 2.8. It's like fixing what was already perfect and better is enemy of good. Like they had an extra budget and somebody came…
So here is version 3 (low poly model) of my 50's futuristic subway train. I realize that I did not label what was different from the early post but I will be doing that this time. I added the generator thingy to the top of the train (this will be the main power source for the rail brakes). I also added support beams to the…
Hi, I'd like to back this thread up to what you've got going on in Designer first. You mention wanting to get the nodes you've called out as textures (Normal, Histogram Range, Ambient Occlusion and Blur HQ Grayscale). Normally what you'd do is connect those to the final output nodes, and export them all in one shot in the…
Here is update number 4 for the Mountain Dwarf project I am working on. I did some mock ups for the hair and beard. I have a lot of tweaking to do with it, but I am happy with it for now. Since it is going to be sculpted hair, I was thinking of making the ends of the hair and pieces that break up the silhouette a bit…
For a quick "Here let me make your uvs for you, oh ill ust slap them in any old way" automatic unwrap, that turned out quite nice. To be honest better than I expected. Obviously its low res, but this is a test using quick, hacked up islands, but yeah. The only thing that caught my eye which isn't due to the test is if you…
@CybranM Thanks man :) Hi everyone, a long time passed since my last update. I`m working on this project in my free time, which means that you will see things here once in awhile. I`m always thinking in a way to improve this scene, even when I`m not working on it... Anyway here is the update. I changed many things since…
..continuing reply to Visceral, i grabbed a shot of the current normalmap: Most of the projection errors have been painted over , Also i think you were looking mostly at the unwrapped image , right ? It looks a bit different on the actual model , some of the error it's actually just in the padding or in hidden pieces of a…