Its very primitive, but I am trying to give a more updated touch , its normal maps and stuff had just been implemented and is not very advanced, themaximum number of texture size is 1024 and there is a limit in dimension of objects, so I am trying to make a superbig mountain but I do not want to use a single 1024 texture…
ok doing a bit more work thanks for some of that help with the new way to uv unwarp hard edge things, some things still had to unwrap the normal way, also the more zoomed in shot is what I plan on doing to show off the character when rendering, with him in a basic idle particles coming from his back and having him spin on…
Textures for a game with that kind of poly count would definitely be 2048 for diffuse, if you can get away with it try and go for 1024 normal and 1024 spec. Spec should have all RGB colours, and a glossyness in the A channel. Some of the mods for RaceOn and GTR Evo, etc (basically all GMotor2) have three x 1024 maps…
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Man this brings me back. Good work so far. Your castle geo is the best. Good over all shapes and accurate theme. A few things though. The surrounding rock/mountain shapes, not so great. The geo is flat and it's not the right Helms Deep style. If your willing to spend that amount of geo on that many boulders in the scene, i…
@MrNinjutsu: This thread is all about demonstrating low spec art. A 1024 on a single plane really does not belong here, now if it was a 1024 containing an entire scene in under say 2000 tris complete with buildings, props and terrain then it would fit the theme. Looking at your post will not help anyone understand low poly…
Shepeiro, do you mean like a matte background, or project a painting on to a horizontal plane ? Tyl3r; I'd go visit that place lol. But then again, i live in a country where the national border is only a 4h drive at most, I understand that can be different in Canada :p To answer your question quickly; Trees are 1024s, but…
Actually you have to be careful regarding the 256 levels of pressure and how it compares to say 2048 or 1024. Wacom apparently changed the point at which pens start registering pen pressure lead some to believe that there is a noticeable difference between the pressure levels as opposed to realizing the pen is just…
Hey guys! I made some changes / fixes to the shader. Changes in Version 0.4: - New version for 3DS Max - Added support for 3 lights - (MAYA) added support for ATI/AMD GPUs. Unfortunately, Maya users lose the ability to blur cubemaps for IBL. Instead, load a pre-blurred cubemap. ( problem with texCUBElod not being supported…
@CharlesL: No maybes, your UV Map does need work. And if that's just the barrel, then no, you need to pack all the UV's onto a 1024 x 1024 square from all elements of the prop. EVERYTHING. The reason why I'll say it needs to be packed into one square is because if I need to instance that cannon, say, 20 times in a game…