So... I think there may be enough time to do another weapon. This time for the Phantom Assassin... Here is an idea I was playing around with (and testing various colour combos :) ) I suspect some of that battle damage will be toned down for the final model/texture, haha. Base model complete @ 686 triangles for LoD0.
Yes, it loses the UVs but it should not be a problem. Normally you rig the lower subdivision of the model. The geometry needs to be transferred to the original model. For that you save it as OBJ and import it when the lower subdivision is active in the original model. This will recover both the subdivisions and the UVs. Or…
Who remembers the NALU demo all those years back, i think it was released with the 6800 gt. It had some sick realtime hair on a mermaid swimming around. it was cool. but then they also claimed it would be in games all over but it never really showed up. I mean sure it might be possible on some of the modern cards, but…
i dont think you would want to do it by zdepth that would be more useful for say fog. For something like snow or moss you are ussually trying to have it either stick to the tops of objects, so would be surface normals in positive Y. And if you mean based of a heightmap, your talking more of a masking based thing, where the…
2x 560Ti, 580, or 660Ti should work at a fraction of the cost, and not far off in performance. Try to keep in mind that the 690 is essentially two 680s duct-taped together, and a single 680 is only about 20% faster than a 660Ti 690 = $1000 680 SLI = $900 580 SLI = $620 660TI SLI = $540 560TI SLI = $350 If you're gaming on…
Needs more geo, its looking pretty flat in places, you really need to do something to add more variation in the silhouette. or you could try adding more varations to the edge of the roof like this guy... http://img20.imageshack.us/img20/6877/chatken.jpg
Uhmm, sorry I'm kinda supposing everybody on Polycount knows this. Here are some topics about it: http://www.polycount.com/forum/showthread.php?t=68173 http://www.polycount.com/forum/showthread.php?t=97434 Images here: http://wiki.polycount.com/NormalMap?highlight=%28\bCategoryTexturing\b%29#Shaders_and_Seams
Some feedback - I'll try not to sound like a perfectionistic, nagging old hag: The UV layout could've been optimised by quite a lot actually. Check the picture here: http://img801.imageshack.us/img801/6889/e00c.jpg The yellow, orange, magenta and rose shells are identical pairs, and thus should be flipped/mirrored and…