Probably you should consider each channel independently and not as a merged integer value. The normal maps are not really a "color" map, so you neither can apply a eye-luminance sensibility weighting. The human eye is more sensible to the green channel as you can see in this image: If I remember well the 3dfx Voodoo used…
if your into star wars, and are tired of the old jk games, read on. if your not, then your best averting your eyes for now :P a little about myself: im a semi-pro character modeler, im not a great texture artist. i specialise mainly in humanoid low-resolution models, but have some experiance in high poly which im hoping to…
@Ewan Nice to learn what scale you extracted from the concept :+1: I think it's a bit of a balancing act between capturing the feel of the concept and having a good play space. I suppose if one wanted to keep the concepts feel of verticality, the pillars could be made taller so the room proportions are preserved. Here is…
Please see below for the position description and here for screenshots and misc art. == About The Game == Best described as a single player, rogue lite/adventure in a humorous sci-fi setting. Play through the eyes of a spiffy space adventurer captain as he roams the galaxy with his AI companion, meeting friend and foe…
SP doesn't accept non-square textures so I don't know if you can use 2:1 UV's. You can change the aspect ratio in the unwrap editor in Max but you really don't have to. Just unwrap as normal, but across 2 adjacent UV tiles(vertical or horiz from/and including 0-1, whichever you prefer) When finished uniformly scale to half…
well, i don't change the system units all the time, i change the display unit scale. i make models for a military sim, and its set up so that the max units are 1:1 to the in-game units. also since i only use the default scale i don't get all that juggling with unit scales that happends when you use a units setup different…
Honestly, I would say setting up bakes to do this is the hard way. Scaling the UVs, re-exporting, then combining the maps Photoshop would take very little time with fewer overall steps. But yeah you can bake the maps in Toolbag, what you would want to do is: * Create a copy of your mesh with the new UV layout * Export both…
“How much will this 3D art cost?” That question always coming up from clients, producers, and even internally on our own projects. So we built an internal calculator to estimate production time and cost for different asset types and quality levels. We originally made it for ourselves only, but figured that other indie…
Bricks do feel better now. I really like the concept too. This is probably a good portfolio piece to have :poly142: As for breakdown: I am not sure that by using tiling textures on this asset you optimize it in any way(apart from the ropes). Unless this asset is a part of a similar objects set and those tiling textures are…