Hi Sacboi Looking good! Quick question though, is this thus far just the high poly and you intend to bake down into a game ready version? If so, i have a couple of comments. Keep an eye on those edges, you may want to overemphasize them, so while not being as real world accurate, they will bake down in the normal map…
Sorry if this is derailing, but I've been kinda meaning to PM EQ about this for a while actually, and I think it might be an interesting case study in relation to the OP: So we're running HP LP2475w and HP ZR2440w as primary displays, think they are 8-bit H-IPS. The visual inaccuracies I'm talking about are more that with…
Disclaimer: I have not programmed a complete game engine or worked extensively with levels inside existing game engins, but I do have experience making a terrain engine with XNA. As far as the Oblivion vs Crysis map size goes, I'm going to take a guess and say that, per pixel in the height map, they are either using a…
Just to clear it up somewhat. Tesselation: this is the process of subdividing a mesh. Quake3 have used this technique to smooth out some geometry Occlusion/Parralax/Cone-Mapping: this is more or less a raytracing approach to sample the texture while considering the encoded depthmap. Similar to normal maps you will see the…
If it's still blurry there are two things to consider. 1. Sharpen the image. Use the "unsharp mask" for this, found in filter > sharpen > unsharp mask. When I make textures, that is my last step, I sharpen it up slightly. Keep threshold at 0 levels always, and then don't let the radius get above 2.0 pixels (it's pointless…
Tessellation doesn't require any additional setup - it's really just a tickbox and you can check if it works with your current setup :) ) [note: Tessellation is not Displacement Mapping. It just helps getting rid of some Poly jaggies for rendering] If you're playing around with the fur - try to play with these settings:…
I lean toward merging them because that is how I would have originally modeled it, but you do have a pretty natural break there and since it has been modeled as two separate pieces and the topology doesn't really match, you might want to cut your losses leave it as separate and explode/bake. Then moving forward keep in…
On the environment art side, while generally you want to keep things consistent, it is still wise to take into account how an object will be used. The flip side is that as art in workflows these days is getting more and more modular, your assets might be re-used in ways you never thought possible. For something like a…
I don't have much time to answer so I'm being brief: > 1) How much performance does a (e.g) 2k JPEG texture take Using which compression? DXT1, 3, 5 etc. Refer to above. If you save your texture to a DDS file, the file on your disk will be the roughly the same amount it will take in VRAM on a GPU. If you want to test it,…
It's looking great, nice work. Crits: - It probably would have been easier to paint details into pieces that where straightened. It would probably also give you greater fidelity when and if the texture had to be downsized/mip-mapped. Because you would be able to paint straight pixels of color you wouldn't have to spend so…