The "Stalberg factor", damn i like the call. Bobo will probably make up his mind over something decent for the head, i like the pose a lot, there's lots of great idea for facial features floating around this thread. Waiting is the hardest part.
Odium: Sigh, how many false specs are floating around for this game? Every time people mention it theirs a new set of numbers. I've personally seen the texture sheets for Marcus, and it's 1x2048 diffuse, 1x2048 spec, 1x2048 normal, and 1x512 for the hair.
Hi, this is probably the dumbest question I've ever asked on a forum but here it goes. It seems we had 8-bit, 12-bit/14-bit (DSLR RAW images) and 32-bit floating EXR images....but is there any reason to see anything else beyond this? Is it tecnically or inevitable that there will be 64bit images in the future? Just…
Hi, I'm rigging some characters and I have an issue, I can't figure it out... There is some elements on the clothes of the character, (separate mesh) And now it looks like they are floating around when i rotate the chest. I tryed to set the vertices to 1 in the component editor but I can't make it look good :( does anyone…
ok although you dont need this I will post it anyway because I prepared it anyway so: here is a code snippet that will read out your texture vertex points if you have a UVWunweap modifiert attached:obj = selection[ 1 ];if (classof (modPanel.getCurrentObject()) == Unwrap_UVW) then ( local uv = selection[1].modifiers[…
Looks good, nice consistency and style. However I have to agree with the normalmap comments, in fact it looks like you just took the diffuse textures into Crazybump and fiddled with the settings a bit - that will never create accurate normal maps for uniquely unwrapped objects. In fact I can see from some of the flat…
Use open source alternatives like RAw Therapee or DArktable . They allow to export unclipped floating point 32 bit exr or tiff file straight from a camera RAW. Sometimes just a single exposure/shot + a bit editing is enough to get enough lighting range.
We're using OpenEXR on the project I'm currently on. Pretty amazing format but support for it in many DCC apps can be kinda flaky. We use it to store everything from regular textures through to color grading LUTs, HDR cubemaps ... everything stored in the same format in float.
Not very expensive on current-gen hardware, but it depends on the method too. Some info here. http://wiki.polycount.net/Parallax_Map Biggest drawback for us is that other meshes sitting on a parallax-mapped surface will sometimes look like they're floating, because the parallax distortion goes "down" into the surface.
Um, is there really a question here at all? :) It doesn't matter since you're not going to be using the AO by itself, what matters is the padding and an easy enough color to use in the BG to break it out willy nilly. So black, green, anything that floats your boat I guess.