just try stuff out, and use layers for it. you can try everything you want, but do it on a new layer, so you can delete or hide it any time u want to see if what u did was an improvement or not. thats just a little tip in general i can give you for better workflow. but dont worry, as long as you are open to try stuff out…
OH btw LoTekk and others, here Have some Material Functions. I'm building a library of these things, and will eventually be providing documentation. I have a few more things in the works to add. However a material function version of Rodriques' rotation function is in there as "Vailias_Vector_Rotation" (everything is…
Hi guys, thanks for the comments! The character in particular is fairly high poly considering the style; that's because of the texturing technique I'm using. Basically I model out areas that are going to be specific colours on the mesh, and when unwrapping I reduce the uv island down as much as I can on the pixel texture…
If you have a year to work with and that is your go at a diffuse then I'd be worried and sleepless trying to get good. I'm not one to sugar coat anything so I play Simon Cowell a lot but basically I'd be worried that 3 years of work and this is your post. I hope you can at least model well or you need to seriously evaluate…
It looks like there is a lot of pinching and distortion, which is probably from the pelt unwrap... Not many people use pelt anymore now that tools like point to point seams and relax do the same job in half the time. Also what is the goal of this model? It seems pretty low poly so I would think a small highly detailed…
Okay...here we go: leleuxart, I tweaked the settings per your suggestions. I don't see a particular boost to resolution (maybe 512x512 just isn't gonna get any better) when setting my LOD group to "UI" in my three texture maps but I left it at UI anyway just because. :) On the other hand, changing the filter setting to…
I have the same problem, because most of the high poly work of my characters are worked inside ZBrush. Currently I'm working on a character I've separated to five materials, with one huge overlapping UV map altogether, but nothing is overlapped per material: - skin - clothes - hair/eyelashes - eye cornea - eye ball For…
It really pumps me up to hear that people are seeking a game like this. I could talk your ear off about foliage and draw call consolidation. I plan on doing a dedicated blog post with a video that goes into technical detail on how I'm doing just that, but in the mean time here is a summary I gave to someone else who asked…
Runtime tesselation isn't anything new either, but having it supported on the gpu is fairly recent. Really hardware tesselation isn't much different than a smoothing algorithm that you'd use in your model building, its just done with the vertex data on the GPU. The triangulation/lighting/shading of a mesh only happens…
Zaitsev9797 Sure the lighting is only vertex color. But I personaly managed to get somehow nice results by texturing things (by painting lit areas, the Spacedraw lights will seem to have a better impact on already bright pixels) and playing with the lights. Without the BPR option, Spacedraw's display is like a light…