Hi everyone, for a project I am working on I need a 3D Model that I can render in a really low resolution (probably 64x64) of one of my characters. A design with the general silouhette, proportions etc exists already (in pixelart though) so you don't have to design her. With the low resolution style come some weird…
Hey! Welcome to The Polygon Vault ! This is my little space to explore retro-style 3D modeling — low poly trees, chunky textures, and that good old-school vibe from the PS1 era. I build everything from scratch in Blender, then bring it to life in Unreal Engine with a bit of that pixel-flavored aesthetic. If you're into…
http://www.scriptspot.com/3ds-max/scripts/flow-map-painter Latest update: quick overview of the script: this script is free to use for anyone, both for personal and commercial use, I just ask for credit for my work :) the code is not encrypted as well, so feel free to look around in it and see how I did it; if you want to…
Yar mop, i do understand the per-pixel representation of the high poly normals. I think i just worded it incorrectly, because in the second paragraph you kind of say exactly what i was saying by "counteracting the shading of the lowpoly normals". Which translates to (imo) the baker taking the normal of the lowpoly,…
the "highlights" are really a side-effect of how SSAO works. Yes one could take care of it and remove it, but as mentioned, it does add more contrast to the shading... A prequel/similar effect to SSAO is this paper: http://graphics.uni-konstanz.de/publikationen/2006/unsharp_masking/webseite/ which also illustrates how the…
Oh yeah, here are some screenshots of some of the features in each tool. http://www.ericchadwick.com/examples/images/nvidia_nrmlmap_filter.jpg The Alpha Blending option is nice for things like this tree branch, so I can see how the normalmap is going to be cut off by my decal map's alpha. The Filter option turns on texture…
Having some trouble getting the two specular slots to behave the way I want them to in UDK. By my understanding, Specular should be specular color, and with a texture map plugged into it, should control the per-pixel color of any specular highlight. Specular power should be just that, a grayscale map that controls the…
154 tris seems an awful lot for what is essentially a box. Most of the modeled in detail doesn't break silhouette in any real noticeable fashion, and you could save yourself tris by doing a high poly bake. You could try image-based normals for it, but I don't know how far that would get you. Beyond that, your glass is…
I don't know exactly how they're deriving their scan data but if they're getting the normals, if they know the location of the camera and the light source, and if they're able to isolate the base color, then they should be able to figure out decent values based on that. I tried to do something similar a while ago but I…
Use static meshes if you want anything other than a flat surface or if you want to vertex paint. I pretty much only use static meshes because of the control. Lightmaps are a pain. To get good ones try setting up your second channel so that all the UVs are snapped to pixels coordinates (I use 64x64), all the UV islands have…