Might attempt what they describe in this thread here. Essentially a bunch of models that have the same principle as a sprite sheet. http://forum.unity3d.com/threads/169441-Cycle-through-3D-models The only issue is that I can barely make a sprite sheet for a texture, let alone a sculpted model. We'll see, though.
Updated a lot of things the last time and started to add a little bit more detail on the mesh as well as zremeshing everything down to bite-size to have some guidelines later on for the retopo. I'm aiming for 16k with 2k texture maps. I don't know how to break that down though yet. Head Body + Props ( ? ) I don't know.…
Well, I guess you could add a LUT to a specific shader, limit it to a specific surface. Or you could use the scene depth pass to modulate between untouched framebuffer and LUT'd framebuffer. We do something similar here for a particular visualization mode, anything within a certain area is shaded normally and everything…
I made this into a wip thread for myself instead of flooding everyone. Heres a concept I worked up today, very rough, with just a color layer quickly thrown on. I might detail him up to just find out how I am going to work his colors. With wings, no horns (swappable), working maw, I am going to try to get him weighting in…
Well here is lonewolfs gun he did for crysis 3: http://www.lonewolf3d.com/images/Crysis3/Crysis_3.html I always relate organic hard surface models to grant warwick's model for some reason. Looks awesome: http://features.cgsociety.org/newgallerycrits/g62/160862/160862_1358122615_large.jpg (I will just post links so the…
And the normal map can give you more height illusion than the bump map. Bump map are grayscale, so you have only 256 level of height. Normal map are colorful, so you can have 16,4 millions of level of height. :) If I'm not correct, please just reply to this.
Custom normals are pretty great, though they can be a little tough to manage when you have a complex mesh to worry about. It's less of a worry when your details and decals are floating and not cut into the mesh. If you are a Maya user, this script has been really wonderful so far :)…
I'm using 1680 X 1050, according to a fellow board member, here's the most popular resolutions to visit his portfolio. Most popular screen resolutions: 1680x1050: 26.58% 1920x1200: 18.55% 1280x1024: 15.92%
Found two shots with it applied to a chainlink fence. Open both and compare (and note that it drops from 18 to 16fps). Off: http://img205.imageshack.us/i/glo2x6dy.jpg/ On: http://img205.imageshack.us/i/glo2xac9ew.jpg/