These are the blockout core cmponents. These are to be single meshes, barring the platform extensions, which have been reworked into modular pieces. The trim sheet's changed a little bit. Tiling the house components wasn't working as well as I'd hoped, so they've become their own square sheet. With the house components and…
[ QUOTE ] well ok.. by stating that if the game was good you would still probably play it just makes your petition completely pointless. why on earth would they change plans if the petition starter himself.. would still play the game without gore. [/ QUOTE ] In the petition I never called for "not playing the game". Read…
So I was running into a problem where I was getting a "ghost" seam on my in game mesh that for the life of me seemed to be stubborn about going away. No mirrored UVs, no UVs overlapping, no discoloration in my Normal Map via gradients or other abnormals, etc. I ran through everything I could think of and still had no luck.…
I'm assuming that the right is the 4K one and the left is the downsampled texture due to the fact that the left mic is a lot more noisier. But it might as well be the other way around.
Mask the left and right sides, and lay down left and right sides of the original. Then touch up the middle as needed. You could even use parts of the original.
That's intense, and really good stuff. To balance the composition it might be good to put another ship or two in the left and top-left to kind of frame up the center of the image.
Just don't do it as badly as this! This shot was actually sent out for publication! (look to the left of the left of the image) http://www.blogcdn.com/www.joystiq.com/media/2007/08/eanbabullshot.jpg
Hey, I would love some feedback on the textures for this game-ready golden revolver: are the color values correct, is the roughness variation good, are the smudges reasonable, should the wood be worked on more etc. The story I want to apply is that all of the weapon's metal pieces are gold plated and the metal's original…
Ah, I see. Is on left lowpoly with normal map applied, on the right lowpoly mesh shading? Personally, like to reduce the mesh shading gradients for such objects so that the normal map has less to compensate, keeping its limited bit depth in mind. Whether mesh gradient will actually come through also depends on the final…