McDev said: Thanks for the overview. A lot of good things to consider! The plan is to use texture masks to splat various textures (either from an array or atlas) on large environment surfaces. The game world is large, but hasn't been specifically defined due to still figuring out technical limitations. I'm thinking about…
I meant the scope texture not the mesh or bake or anything else :) .So yeah about the viewport i think marmoset needs a value of 256 in the glossiness so to be influenced exactly by the gloss map and spec can be at a value of 1, at least this is how i remember.Also if you say it looks good in 3ds max i say make the screens…
I do not understand why this would not be good to put on a portfolio. Granted just a single, pretty simple, axe like this might be a bit underwhelming. If you plan on adding this to your portfolio, I would probably make 2-3 more weapons like this. Optimize the model, as here seem to be a few unnecessary loops around the…
MBP 13 inch are already $1000. Figure at least another $500 for the baseline model. Add in SSD option to make it on par with the Samsung Series 8 or ASUS E131 deals and that'll be another $300-$500. I really want to get one of these (512 levels of pressure instead of 256 is awesome) but $2000 for this when either of the…
1. If your material is based on a bitmap, you need to set the size of your bitmap to absolute wtih the original resolution of the bitmap, and set the next node to relative to parent x 1. If you set the bitmap to relative to parent only the default parent size (256) will be embedded in the substance. 2. If you are using a…
...1k textures for a grenade? You should be able to get away with a 256 and it would likely hold all of the same detail that's in your diffuse map right now. A separate ambient occlusion map for such a small asset is really unnecessary. Try collapsing every other edge on the bottom and top parts of the grenade, it could…
I see what you mean. Without a "gimmick", it feels like you're looking at a screenshot that you have to wait for it to load. What inspired me to get back into model viewers, is that I remember people made some cool low poly environments with them. http://polycount.com/discussion/186966/low-res-street-scene-wip…
steven:i had the Exact same problem with maya 9 during my term time at uni . my setup: amd phenom 955 BE,4gb Dominator Ram ATI FirePro 3750 xp64 Only occured with hi-rez meshes, sometimes changing viewport helped and by selectin lots of verts, then moving them, then moving back. Its weird. Anyhoo im with 3ds max 2011 now…
Per yeah I hear you - most of the time it needs unique modeling. But I know also that in many cases I need a 'generic scifi bolt or capsule #156' and it pisses me off to remodel it, but I end up redoing it anyways because of a lack of a proper model previewer! I think Sketchup has a great engine for this - as shown in the…
My only real crit as of now is that the islands are separated by black. Seeing as this is game res, it should have colour everywhere seeing as that black would become prominent with mipmapping. Also, because of the black your alphas look weird where they fade. The black shows through because it's not 100% black in those…