I'm doing this for class. Teacher supplied the occlusion map. In general it is smooth, aside from a couple big holes, and I thought it was boring and looked like plastic wrap. So I added scratches and heavy wearing to it. I'm afraid the transition between the two doesn't look right, though. If it doesn't work, I'll just…
Well, if you just need one channel of data (a grayscale image) then you would probably want to use BC1 texture compression (DXT1). This is a lossy format, it adds errors when it compresses the file size. Because of the way BC1 is compressed, you get less errors in the image if you use just 1 channel and blank out the other…
on a real person those are two different parts... so the best is to do it also in cg as two parts... and a forearm twist is much easier to do if you have two meshes...
Looks like we have two new weeks of Lost in a row, then no new Lost for two weeks, then the last four episodes...the last episode is two hours. And whoo hoo a Hurley episode next week...
@Skamander Thanks, I'll try to purchase one of those. In the meantime, I've been alternating daily between sitting and standing on two different workstations. So far so good, both my feet and bottom don't hurt these days so much (just my back). I know this suggests that I really need exercise for my weak back, so I've…
Just to tell you I've updated the script: - improved speed when switching from 'Classic' to 'Group' mode - now supports new 'UIGroup' string annotation in shaders' parameters, to allow authors to group parameters. If the 'UIGroup' string is not specified, then the semantic is used. And if none of these two are specified,…
I think the colored metal bits should be a bit brighter to contrast just a bit more with the armor, or perhaps make the red shinier? I would definitely say the red fits an anti knight. You could even try doing two variations of the colors on the different trim pieces (I don't even know if they are called trim pieces…
Thanks for the kind comments guys, really appreciate it. Uploaded the highpoly mesh, which looks quite ugly since it's just a screenshot from Zbrush. All of the fine details were sculpted in. Normal and cavity maps were generated from the high poly in xNormal. The normal map was then used to produce an ambient occlusion…
Black box makes a decent game (once you fix it, go to nogrip and get the Shift physics update), but it's all too 'youth-ey' for me. Just feels like a NFS branded version of Codemaster's GRID. And I wish everyone would get over the whole open world thing, it ruined Underground 2, it didn't help Burnout Paradise. It's like…
Very nice start Michael, My feedback on this is mainly on the use of space... There's too much open space (mentions of proportions etc have already been mentioned) but I think generally any level in the last of us lacks so much open space along the floor, there's usually something that breaks it up e.g.…