Yeah, it's for Daniel's class. So... Here's a small update. First picture is about where I stand right now. Just been using the checker pattern to check the texel density as I progress. I'm using the floor tiles which the figure stands on as reference. (Those tiles being completely covered by a 256x256 texture) I've then…
Thanks for all of the kind words guys, I truly appreciate it! Salman: The majority of the assets above used One 512x512 set (Diffuse, Normal, Spec). A few of the larger ones used Two 512x512s, and smaller ones would use 128-256. It was a lot of fun and challenging to work with lower res textures. I really learned a lot…
I think he is looking for a streamlined way to view his 2D flats on the model. I set up a save/save as action in PhotoShop. It saves the file as a PSD to a specific folder, then saves it as a TGA with the wire overlay and as a seperate TGA without. I then use the material editor in max7 to switch between the two textures…
hmmm i'vew been working on a wii project with 10 characters on screen, it was a chariot racing game so you had 2 horses per team on screen which where at around 1000 tris, 1 fighter per team and 1 driver per team, the driver had also around 1000 tris and the fightes around 850 and a chariot er team, every piece of them had…
I'm curious what kind of framerate/interactivity you guys are getting with 1million+ poly meshes. On a 1mill mesh, I'm getting around 10FPS, strokes are lumpy and its just generally hard to work. It's a real pain in the arse, especially as Skymatter have a video on their site of a 14million poly mesh with a framerate…
ok heres how each scan would end up , the original dimension is 2550 width x 3510 height. UNEDITED STRAIGHT FROM SCANNER ( i mean i edtied to save some space on the image , but no colour n shit )
Hey cody, Looks like a fun little project! Aside from the horizontal edge loop removal, I think its a good block out so far. It might just be me, but maybe using a single 512 map for a small prop in the scene might be a little over the top. Perhaps a 256 would work just as well in the long run. What do you think? Can't…
Butt!!! Thanks for the comments, man. I am agree that 256X256 is the most efficient size for this prop. We use 256X256 for every 4 feet by 4 feet at work, but I figured since we are working on an MMO that 512X512 would be more "Next-Gen". As far as the Normal Map is concerned, I do have it displaying in the Maya view port…
Also with enviroments you ofen use texure sheets - a 256x256 texture with 4 or 8 textures on it - think like a uv map, where all the sections are square and there is no space.
OLD THREAD ALERT! Question: Why is everyone using mental ray to bake AO when the skylight + advanced lighting solution works fine? You can set up all sorts of nice bounce lighting and tweak the settings in there for a nice fast and high quality bake, and it doesn't take ages to set up - just add a skylight, set its colour…