What I was poorly trying to say was that it's great to see the progression in a thread. I like cgchat where you create a thread for your entry and post the progression. Either way is fine by me. So right now it's a bust, 1500 polys, 1 512 for skin, 1 128 for eyes/hair, and a normal map if needed?
ooooh, sexay! It was great working with ya Adam, and we're all damn happy that you got a fulltime gig now. Oogh - yes it's being ported to PSP. Most of the enviornment textures were reduced to 1/2 - 1/4 their original size (most are 64x64, with a few 128's). PSP screenies are located here
Basically just wanting to improve my low poly texturing skills over the next week or so. I have been making little scenes and props to practice. Ill chronicle this one here, maybe get some texturing tips wen I get there. So far just finished the model: 300 tris, will aim for 128 or 256 texture, Uving now
Hi! I could use some help with UV map optimizing. I'm currently working on modules and want to know how I could manage to make the UV map better and get as much out of the as possible. The texture right now is 2K but someone said I should be able to knock it down to a 256 or a 128 and get the same quality. Contains a…
Hi Everyone. Here is my latest finished Game Character Aquamarine. He is 17k Tri's,Built and rigged in Maya. Textures comprise of 512/1024 for Diffuse,Normal,Specular and Emissive. Rendered in Marmoset. Time taken,roughly 130 hours excluding rigging and rendering in Marmoset. Hope you like. Breakdown shots. Diffuse and…
Ah great. I found one (intuos3 a4 special edition) on the marketplace here (like a dutch craigslist) that's being asked 175 for. Just asked him for some pictures to see if it's not in a state where it's hold together with tape haha. Are there any things i should really look for. Like things that really matter if they are…
Because it uses micro SD, it should be easier to format SD cards to be larger formats that the system technically does not support. My 32 GB card is almost full so I would love to see if I can get a 64 or 128 GB card in one. Luckily, my smart phone is capable of formatting the SD cards to the proper format.
render setup -> common -> assign renderer -> production -> mental ray render to texture -> Add -> Ambient Occlusion(MR) -> samples 128, spread between 1 and 3 should be good to go. unless you meant that you dont like MR. sweet stuff. but it's not like anyone expects anything less from you :) . bake turned out really nice.
Nice, I'm working on Galbadia Garden for some (long) time, would be interesting to see how you tackle those materials. BTW you could import Squall, make him 1.8 m and compare scale with references. This helped me a lot. Also this fmv is a good reference how roof and main entrance are made:…
You'll have a lot of bleeding with that UV layout(in fact you do!),unless you are going to use a higher resolution lightmap(above 128 ,which is really expensive...as xen said you need to minimize the number of individual islands by modeling contiguous geo and minimizing the number of seams/breaks in your UV,it's a little…