I'm a bit behind on my intended schedule because I've been studying workflows and tutorials on how to do high poly models for normal mapping, but I feel like I'm finally ready to pump this thing out. Here are my main notes I've learned so far on normal mapping. If there are things that I'm not aware of or if I am mistaken…
This is coming along nicely and I think the base texture for the whole model is looking ace. However the scratches read as though they were painted on instead of naturally occurring due to actual wear, particularly on the rail. It's very difficult to explain but check this out: Be careful with scratches occurring deep…
I understand that this is a lightbox, but using a big white box to show off how an engine will render your assets doesn't make much sense for Cryengine. It's like showing off an environment you built in UDK with only baking direct lighting. For example, If you want to show off hard surface assets, you want to have more…
Hi, I know this is an old thread - but unless I'm missing something, the problem wasn't solved and I'd love to know a way to do this if it's possible: As far as I can tell, Mixer only allows you to create custom surfaces, not decals - it doesn't offer a way to bring in your opacity/mask map which is pretty essential for…
Normal maps are seamless if you bake them right. There are a few tricks to painting out diffuse seams, skin tone is probably one of the easiest types of seams to fix. 3dsmax >Viewport Canvas allows you to paint on the model, it even has a clone tool. In 2D view wherever you paint on one seam it spreads to all the other…
Ok so as I mentioned before I kept working on other stuff for this character and then I'll go back to tweaking the anatomy later. This project is basically to tackle four areas which I felt I needed to improve on (anatomy, clothing, hard surface and ability to work beyond reference art). At this stage I have clothing which…
Ah I see, well for starters these might be useful: https://www.youtube.com/watch?v=gkcb8GZP6zQ Also I'm only scratching the surface (...pun intended) myself, having recently began testing this popular surfacing workflow however too a limited extent due to an outdated primary workstation that essentially lacks the…
Nah I don't think I'll need slerp in this case. I was hunting mentally for a solution and spherical linear interpolation seemed to sound/look like a good thing, but its a quaternion based operation, and its useage is way overkill, and potentially unsuitable for what needs to happen here anyway. With a flat/2d surface its…
I think the biggest benefit you could get from Decimation Master is to take a 5million + polygon model, and crunch it down to something more manageable so that you wont have to try importing a 1GB+ obj into an external program like xnormal or max. You'd still have all the surface detail needed to do the bake. Aside from…
The mesh that they use is "low poly" and the applied subdivision upon rendering makes it highpoly. This is in pre rendered animations. This helps the asset and the whole scene to stay fast and easy to work with. More optimized in general. While you are working with it, editing, animating, unwrapping or whatever, you still…