Are you doing this in an engine or with a renderer like Mental Ray? If you are doing it with Mental Ray, I'd start looking for tutorials here: http://www.cg-cars.com/forumdisplay.php/12-Lighting-and-Rendering-Tutorials I also like to visit this next link for lighting and rendering stuff:…
.fbx should work fine with vertex colors. If you want to use collada with vertex colors, I think it doesn't export them straight out. You can export as .fbx and then convert to collada using the fbx standalone converter http://usa.autodesk.com/adsk/servlet/pc/item?id=10775855&siteID=123112 I had to use it for an engine…
Hey HP the gun looks sick. You did a great job with both the low and the high poly. I do have a few suggestions on where you could possibly cut some stuff though. Also, do you plan on getting this working in the cry engine? Keep at it man, I look forward to seeing some textures on this bad boy.…
I have not looked into normal or specular maps yet. I'll look into a game engine in the future though. I agree, for a first shot (and without a paying account on CG textures I agree). Are there any good ways to break up a tiled texture without having larger resolution ones? Blurring techniques perhaps? I tried to manually…
The way I would approach the chain would be to build the links in HP and transfer the normals to a flat plane of geometry and use an alpha. Do you p[lan on bringing it into the Unreal engine? If you want it double sided then I would thicken it a bit with a shell modifier. Considering those chains may not be seen to well I…
ya udk can export out section of a level to fbx which can be imported into pretty much any package. personally i like to build sections in maya and ussualy got my high poly done in maya before i got anything into the engine than i start breaking my scene up into assets to do low polys for than i bring those into udk 1 by 1.
yeah today i focus on major form. For the high poly version i've no poly limitation,for the low poly i've to make 3 lod it will be a stress test for a private engine so polycount of the test model will be higher than the final one. range 3-5k,10-15k,50-200k i think i'll try to use ptext for the highpoly one and see if they…
Well something you can do and its usually in UE3 and many other engines is using as few smoothing groups as possible creating a softer edge by using normal maps and the same smoothing group along edges and letting the normal control the edge sharpness. While we can use more polys these days and more things are restricted…
Yup! And not even full time. :D All graphical content was made from scratch. Our programmers could continue working on our 3d engine from previous projects, BUT they reworked a lot of it so it was pretty much created from scratch. We now have 9 more weeks (about 6 weeks left) to work full time on our game. So alot more…
Watch it, eld. Blender artists are a rabid bunch. Blender is also the backbone of open-source 3D modeling. The only reason more developers don't use it is because most game engines are designed with a specific software package in mind. (examples, Quake + 3DSMax, Source + SoftImage, Unreal + Maya) Besides, anyone who can…