Hey Eric! I've used the preview render feature in Max as well. It works pretty good. While typing my previous post I had a cool idea that we may add to future versions of ShaderFX that will allow you to render that materials. I need to test it out. We'll see . . . One thing that I've seen lots of studios doing is using…
The environment chosen for this project is from the game art of fighters 2 and the idea is to turn the stage into a sci fi scene while keeping some of the taditional featurs. Composition Focus Points Possible Changes Colour Palette Colour Shades Research Moodboards Food Stands Street Signs Richshaw and Futuristic Vehicles…
Vig's got some good answers. To be fair to you, I personally think building modularity is quite a complex subject to tackle. Especially because there are so many ways to do it. So don't feel bad about asking questions. It's a great way to learn! Look for your building specs and texture sizes and then create it the way YOU…
not sure what your trying to ask...as for your high poly...all your cracks and divets and n e thing that would be unnecessary to model(all the little details) should be in your high poly. Looking at your bake, it does not seem like you have those details in there. Your high poly right now is just a low poly with lots of…
your shader is hard to read broken up like that, try taking a bunch of screen shots and stitching together in PS so we get one seamless pic of your shader, it'll be easier to see how things hookup. As far as helping you figure out why your shader is broken I recommend going through each element and see how it's affecting…
Thanks for the props guys ;) Kevin, not too bad for your second semester using Max ;) Now, onto the asshole tearing: The grass and green shit all along the buildings are far too uniform to make sense. It would generally be heavier near the bottom and work it's way up if it were this thick. I know you are doing this…
For every vertex you have a lot of information floating around inside the engine this giant block of information has to be juggled and loaded in and out of memory in and out of the CPU and GPU. Certain things have to traverse this block quickly in order to keep things moving. If a vert isn't doing anything functional then…
Looking good but not quite low enough for the DS. You're more in the Half Life Quake2 realm right now, kind of on track for the PSP. Remember the DS is more of a 2D flatform and is thankful when it gets to push a few polys but its hard work for the lil unit. Lowering the poly count: - Rumbles red shin detail, could be done…
"Long thin triangles" have generally been more of an issue with static objects utilizing vertex lighting, whereas objects such as these that would likely receive real-time lighting aren't as affected by this....of course this also depends on the engine. As far as your texture size, there is realistically no purpose to…
Fiona Walking -- looks like your knee-snap is due to excessive vertical pelvic translation at the peak of the weight transfer for each leg. try lowering the peak so the knee stays at least slightly bent. arms swings have a similar problem in that they seem to reach full extension, maybe keep a little more flex at the…