oXY: I don't use a second mesh in Zbrush. As a quck experiment, try just importing a mesh you've already UV mapped, then sculpt it and generate a normal map for it. mapper uses 2 methods for normal mapping. One for capturing the high rez sculpt and projecting that onto another low resolution mesh (this is the one that does…
Hey everyone, it's about time I made one these threads, I'm a second year student at the university of Hertfordshire, I'm looking for crit of course :) I'm creating this piece of Deus Ex Human Revolution concept art in Maya at the moment, for use in UDK; Here's an ambient occlusion render of it currently; Thanks !
"Without it, dark edges around the hole were visible on the normal map." Just for the record, the normal map should show color changes (if there is smoothing to counteract). Obviously, it has an easier job when the smoothing is more uniform. The mesh you use for baking (generally) should be the mesh you export, at least in…
The gameplay looks in a word, shit. Running around on a sphere - YAY! The lighting/shaders/w/e did look good but that doesn't make a game, see doom3. I really don't see how this will utilise the revolution controller, either.
Yeah, DLSS is an image upscaler. It renders at a fraction of the resolution and then uses AI to intelligently upscale to the target resolution. DLSS3 is the latest version of this, making use of some of the latest features in the Nvidia 40** series cards (possibly 30** too, I can't recall). It's a performance optimization…
Thanks for the help, everybody! I redid my unwrap and focused on making it as good as I could. I did two different unwraps, so that I could compare the results and determine which one was best. For the first unwrap, every vertex is snapped to a 32x32 grid. Assuming a lightmap resolution of 32, every face would have at…
I do suggest keeping things separate where it makes sense. Like your belt and wrist bands could definitely have their own mesh for. As for skinning yes you would attach them to same rig. They don't have to be different objects, just separate meshes. Mirroring UV's allows you to get a lot more texture resolution. For…
If you're going to use concepts that aren't yours I would credit the original artist or game, especially if it's something as well known as WAR. Also, unless you worked on Matrix Revolutions, I wouldn't use a screenshot that has the movies title on it.
John: The Cell is geared for vector processing, morph targets should be child's play for it. The Xenon's CPU should be capable enough, too (HL2 uses morph targets and doesn't choke current PCs). No word about Revolution but it'll probably be comparable.
Hump Hump revolution. More games that involve DAvid Bowie. 3d FPS bladerunner universe. Minor shooting,.. more about ambience and immersion and detective work / story, attention to the smallest details. Events before the movie.. during and after the movie.