Well basicly we've got a mobile game (a shooter where player can't move, he can just look around) that doesn't support any specular especially so complex as in your shader (and maybe no lighting at all) i done weapon model with texures (Diffuse, Tangent Space Normal Maps, Gloss, Spec) and i just want to bake it to diffuse…
Your architectural stuff is awesome man! I'd take most of the 2d stuff off, if not all. Personally i'm not that good at 2D either, but if your applying for a 3d position you just got to make sure your 3D models have good textures. And I don't think your textures are anywhere near bad. Also i'd probably do is this: - merge…
Your site loaded up with nothing on the main page. I had to click 3d at the top right to see anything. Get everything on that first loaded page. I dont like how your images load either. It loads but the image is small, you cant zoom in, and then you have to click that TINY arrow for it to scroll to the right. Then, after a…
UDK is currently in the process of being phased out. At the moment, Unity is actually the engine of choice if you need a free version. That said, Unreal Engine 4 (UE4) has a new subscription model that is much more affordable for indies than any previous incarnation of the Unreal engine. UE4 can be had, in its entirety,…
I find it hard to figure out what you are really asking if you ask so many questions in one topic. The first part "how do you export maps?" would be easily answered. When exporting a .FBX file for instance there is an option called 'Embed Media' that you can check. When checked it will add the textures used to the export.…
EarthQuake, my current workflow is exactly like you've discribed it ( + additional step : layering two more "fake AOs" generated in photoshop from the normal maps). Max is also capable of selecting multiple LP sources, that is what I always do, but the thing is that they render to separate maps, and should be combined in…
Ok good thanks for the support. By the way I've been working on texturing simple objects. Like yesterday I modeled a simple sunflower plant, uv'ed it an textured the stem and the bud. I will finish the petals today but I like how it's coming along so far. I am doing various props and vegetation for a mod. I posted this…
Thanks for that Eric, directed me to a very useful code snippet (it renders each face to a buffer and if theres something already rendered it flags it as overlapped). I've known about this method but never had the time or inclination to code it :) test output for my above example 100 by 50 buffer, the uvunwrap modifier…
Hi, so i tried it but at least for the Normal map it didnt work... :-(... I tried it rendering in 3ds max side by side the 10 000 poly version (the "second original") but on the 1000 poly version with normal map rebaked from normal map of the "second original mesh" in Xnormal, there were visible "artifacts" or how to call…