jeffro: Maybe I'll try pimping more often (haha, I always say that). Yeah, I realize now that the eye sockets don't have much in the way of shading. brome: Sure, I'll get you a shot whenever I get back home and do a bit of updating on the texture. Yeah, characters were actually my first "love" bet I got hired as an…
Well, this is how I did in an old engine some time ago: - Used lightmaps on quad polygons (for walls). The walls were planar-UV-mapped automatically (and automatically packed) by the game editor not by the artist. Via texture matrix you could mirror, tile or rotate the wall's mapping. - Static meshes. The game editor…
Well, waht kind of engine is it? Can you have lit alpha tested stuff? What kind of alpha blending does it have, if any? Can you have large groups of alpha blended polies that draw in the correct order or is it strictly alpha tested only? Can you have sprites and tubes? The way I have my grass set up in my engine is a…
Hi guys :) So, the problem: Cook-Torrance calculations inside "surface" material domain works fine. I doesnt see any problem or artifacts. In case of "surface" domain, all normal or "N" calculations are taking from normal map transformed from tangent space to world space and then normalized. Calculations of same shader…
Hello! I am working on a bunch of 2D art for an RPG I have been tossing around in my head for a few years. Right now, I'm just trying to get the ideas out of my head and on paper. B.E.L.L.E is the name of the game, and it follows the adventure of a boy named Skip who gets involved in a galactic conflict between a powerful…
Hi, I'm at a loss for why I'm getting two artifacts in my normal map. The model is a simple chair, low poly, high poly and cage made by transforming vertex components of low poly in Maya. -Problem- Subtle splotches are appearing on seat of the chair over the slight incline of the groove, and more apparent splotches are…
I have a mesh all done and unwrapped in 3DS Max, and right now I have a couple of hangups with it. One, It's a character model that is supposed to have a large variety of gear he can wear. While most of it can be done with texture swaps, I'm having problems in two places: Shirt shoulders and the parts of gloves that…
Title pretty much says it all. Still VERY early in development... All the graphics are vector, but the environment is tile-based. Tiles are 48 x 36 pixels. Here's the main character (named Wyn) so far, zoomed 800%: (You may recognize her from this thread: http://www.polycount.com/forum/showthread.php?t=81272&page=4) Really…
Cinematic Modeler (In-House Contract) Blizzard Entertainment is looking for a talented contract 3D modeler/texture artist to assist our cinematics team. The cinematic modeler will be skilled at realistically modeling and texturing high-polygon characters, sets and environmental elements for use in our famed cinematic…
Howdy Polycounters. Wasn't sure whether to start a thread for this or not but I am in need of aid from you fine assemblage of experienced peoples so shall share this now before going any further. I should be working on my Dominance War chick (please don't tell) but got way-laid by a sudden urge to make some pixellated…