Just with a quick look see the things that stick out to me are... Negatives. 1. Your UV density is a bit off, example, On the Guns the barrel has a lot more texture space assigned to them than the large chamber mesh which players, your audience will see more/easier. And when you think about how you can texture a gun barrel…
Man, this is a perfect example. Thanks for posting this. As I said repeatedly in this thread, piracy is a problem. This post highlights it. But it also asks the question of how to deal with it. Piracy is a problem, yes. But my original point is that there's very little to be gained from treating it as a crime. Say if they…
I never went to any school before college. I taught myself with a little help from my parents. I have no education? I have a BA in economics. I graduated with a GPA of 3.4. What are your educational achievements? It is so painfully obvious that children are born with the abillity to learn that for me to point it out is…
[ QUOTE ] There seem to be some trends in gaming... BAD: Decreasing content amounts Games get shorter and shorter. Max Payne 2, Halo 2, Half-Life 2, etc. Or if they don't get shorter they get less content and more copy&paste (coughhalocough). This might be caused by increased asset creation times. BAD: Open endings More…
That's absolutely true. In some cartoon renderings I don't see that being used, though. Just dropping the L* slider value to get a shadow tone will only work in some cases. You guys mention how important coloured illumination (or coloured ambient light) is. After analysing some more toon media and those previous images…
Adrian, for future reference, most forums have support for BBcode. To put in an image, it's usually . As far as AO and CA is concerned; I usually look at things like that in terms of hierarchy: Cavity is local, whereas AO is more global. Therefore, I consider AO to be higher in the hierarchy. So I usually start with the CA…
You are welcome :) If you are not using any 'fancy' algorithm, all faces are weighted. But this weighting is not calculated for entire object, just for the given layer. This way if your layer contains faces sharing the same normal direction they will become super flat. If you select green faces and add them to any layer,…
@Eric Chadwick Thanks. Tried it. It works. But it works only for red colored layers. How do I specify another layer's colour? EDIT: Found this: https://gist.github.com/eppz/50847c5c058f2f2a0089a5b8435f5025 It toggles layer by name. All u need to do is change the name in the script and it would select or disable the layers…
@Lokthar thanks, i made individual layers for each piece in 3dsmax and then rendered each layer with vray, I then assembled each layer in photoshop and then did a simple selection , feathered the edge and cut away that layer exposing the layers underneath. @CybranM The engine bakes were a lot of fun yes :) , The engine is…
Okay, awesome! Btw it would be great if this was setup rather smoothly so that the user only have to think about loading the UV map during the base creation, and later easily could cycle between different UV modes. Something like this: White UVs - 1x UV Layer with blend mode @ screen Black UVs - 2x UV Layers with blend…