What's wrong with adding some color to the lighting? That alone would address some huge issues with the presentation. I get that the game is focused around adding color to areas where there's no color, but looking at the video what's apparent is that after a few minutes the entire game looks a bit formless and dead. It's…
Went I AIP, Got excepted to Ringling though, the reason why I didn't go is because they have ridiculous tuition rates like 120k a year... I knew a dude who went, he was great, but he couldn't finish due to that and had to go to SUNY which was no good at all. (I was there for a year and transferred to AIP) AIP wasn't that…
It could be a couple of things, its hard to tell without seeing the topology of the low poly, the UV layout and the resulting normal map. Off the top of my head, based on the info here... It could be an issue with the way the low poly is unwrapped, there might be overlapping UVs or edges that are too close to each other.…
You cant create a usable height-map by converting it from some other map. Instead, you must pick up detail from a highpoly model and put it into the texture of a low-poly model (the lowpoly model can just be a single polygon square plane too). To get a heightmap, you must pick it up from a highpoly. The fact that there is…
@Dubzski: Thanks man. Appreciate your attention. Ok it's time for some update. First of all I decided to migrate to U4. CryEngine is a great tool but is completely cohesive with 3DSMax. I'm a Maya user and it's a pain in the ass to export all the stuff. I don't like the overall resources management in CryEngine. I'm pretty…
Lots of wise words ;] I had same experience after trying modo. Came back to max and first thing I did was furious googling to find pie menu script for 3dsmax... unfortunately no luck. Did a lot of key binding in max script and now still looking for ways to add something new to my workflow. When you have really good hotkeys…
Roight, so here's a more in-depth look at where I'm at as far as this guy goes... I tried Mudbox's paint features for the first time with this guy, and was amazed at the quality you can achieve. It was also way more intuitive painting directly on the model, as-opposed to loading up a flat image in photoshop, saving it,…
Usually when I retop, it's over the top of a low sub-level from zbrush, not the highest. I usually use Decimation Master so it's fairly easy to work with. That said I don't retop in Maya which has a lot of trouble pushing a lot of polys in the viewport. 3dsmax's viewport handles those types of polys better. It's ribbon…
After some more experimentation I managed to solve this, so I'll post what I found in case anyone is having the same issue. Turns out (and I may have missed this information from the get-go) the group name of the mesh when you export is associated to the quixel project. Since my mesh is a composite from multiple objects…
Mechanical arms - Asymmetrical parts progress With these parts i finally finished the whole mech! So as i said in my older posts the right hand is for offense and the left one is for defense (it works like a shield generator). I'll create a holographic type of shield with a plane on 3DSMax when i have my low poly ready!…