This is example of one of my renderings: http://img827.imageshack.us/img827/5039/adamop.jpg And these two are exemples of what I would like to render: http://www.polycount.com/forum/showthread.php?t=72221 http://dl.dropbox.com/u/17188/fatman_final3_big.jpg
[ame] https://www.youtube.com/watch?v=6PlBFQhuBEE[/ame] This is an example of a previs. There is also a previs of this scene [ame]https://www.youtube.com/watch?v=nM7byUTrSZA[/ame] but I can't find it. It was similar quality to the above lord of the rings previs.
These 2d backgrounds don´t need to be one giant sprite. A tree for example can consist of a single trunk texture and a bunch of leaf textures. Then you deform the 2d geometry with some bone animation to have a moving tree.
Here's an old experiment of mine with scrolling UV's :) I'm fairly certain that I just used the Offset UV values of a Texture2D for this one. [ame=" https://www.youtube.com/watch?v=kiPn6orWwFg"]Animated UVs Example - YouTube[/ame]
hm ok i see what you mean... the only real point, why i put it there is, because i have to cover his back... do you think a metal plate for example would be a better choise?
Hey Landslide, do you have anything even remotely close to use as an example? I think your detailed description is pretty good to get an understanding of the talent you seek, but a picture says a thousand words afterall :)
Normal information can bake "crooked" if your UVs are distorted slightly (square UVs when they should be more trapezoidal, for example). Like everyone else is saying, always check it against your mesh before making conclusions.
You can use different methods inside Volume Select to select the vertices, for example vertex color, or a bitmap, or another mesh. That allows a lot of control. Looks like what you have is good enough though, congrats!
I think S2Engine has a good idea there, strip the diffuse textures off the materials and take a look again, you may get a clearer example of how your reflective materials are working and a nice showing of your lighting...
I think the lighting you have going on makes it really hard to properly make out all the features. I hardly noticed at first that he had a beard, for example. I like how you've done the eyes.