Eric it's funny you should mention that as we just implemented that tech on Friday. We are actually going to bracket the lighting per environment so we don't waste any bit depth if the lighting does not get bright enough or dark enough.
Thanks for the tip, @Eric Chadwick ! I downloaded the normal map from the model you provided and applied it to my velvet material as a test: There's definitely an improvement with the additional normal map. I'm going to try building my own during my next pass on this material.
thank's Eric Chadwick yest it's very helpful but i want to know more about it i will continue a reaserch about this topic and maby make an other post to share what i find. and if you have any other documentation it will be great to share thank's again
eric: note for padding: "You can never have too much, ever, never ever ever have too much, its a non-existent problem having too much padding". I use like 32 pixels for everything, because well, why not?
Thats why we have a wiki. Eric dose a fantastic job of constantly updating it with tips, tricks, info and tutorials posted all over PC. People who are new really should read the "Information about the Polycount Forums" thread as its very helpful.
Thanks for all the answers! Sorry for my late response. @Eric thanks for the link! I'm a bit confused about the adding loop cuts part,could someone explain it in further detail?Should I add the loop cuts while modelling or... Thanks in advance, --Thunderent
I was recalling Zoobooks just yesterday. Anyone remember those? They are awesome reference for all kinds of animals. An online version of those would be great. NAIMA, Might want to narrow it down from just 'monkey' as Eric hinted at. Try Wikipedia to start, then Flickr maybe.
They're kitted out with some of the best graphics programmers right now, Eric Heitz, Sébastien Lagarde (responsible for bringing DICE's Frostbite engine up to PBR). I'm excited for the future of Unity personally, I might play with the Scriptable Render Pipeline some time.
Hey Eric, Thanks for those links. Indeed those assets manages look useful, This one looks promising http://store.cgfront.com/slib-plug-ins/11-slib-browser-maya.html I'll try this one. Thanks. EDIT: well, it does not work with maya 2016. =/
@Eric Chadwick Thank you so much for your thorough insight! It all comes down to becoming an efficient member of production pipeline, I see. It would definitely help me if I continue learning zbrush and maya trying to fasten up my works.