It might fix it, but why bother anyways? Patching software to use web-oriented file format for storing game art textures sounds counter-intuitive to me. What advantages does png have over for example, tga?
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Hi Chase Thanks for your breakdown, it's very helpful. There were thing's i didn't know, for example the fact that the uv's of the mirror geometry don't have to be on the 0-1 uv space. Thanks for your tip's keep it up
Love this technique. Now pardon the shameless self promotion but in case someone's curious here a little example of it's use in an actuall scene: http://artisaverb.info/TheDock/11_RoadDescription.jpg Taken from the dock thread. Keep it up Ryan.) Cheers.
That's because the 360 version has a higher contrast ratio, which makes the image look less realistic, but clearer and sharper. Just one more example where chasing after realistic rendering is self-destructive to the final product.
Love it. The UI can be improved imo (to take up less space by using more icons and less text for example) but overall you've nailed it pretty damn nicely. I'll try this the next time I model car!
Hey Harl is back! You may get random pixels in the normal map bake, at least I did when I did this. If so here are a couple solutions, plus an example pic... http://wiki.polycount.net/NormalMap#Solving_Pixel_Artifacts
The textures are looking quite flat, I feel. The jade doesnt have any depth to it (refer to pior's jade for an example) the hardsurface stuff looks too clean and I can't identify what the material is supposed to be, metal or stone?
Thank you for feedback lolet. When we are talking about edge rougness I did some research on Google and came up with this. http://kevindaweblog.weebly.com/uploads/1/3/4/7/13477593/1076560_orig.jpg Is that a good example?
Really cool model, I agree the textures could use a bit more love for example the belt and shoulder pieces are pretty monochromatic. I think a little more color variation would really make them pop.