Yes! More of you guys need to do this. It only takes a few hours. Snader, this is the only surviving image I have of the original. I think it may have been a 512. I dont think it was the final version; if anyone still has the skinpack that was released, it's probably in there. :x http://i.imgur.com/RgbP3.jpg
Done. Still things I'd like to change, but I have to move on at this point. Not sure if it'll go in my portfolio or not. Hat is a separate 512 material so I could use a detail map, and the beard is two level of alpha, one for the main beard, one for stray hairs. I hate realtime hair.
One of the reasons why more sub mats were needed is because we were limited to 512 textures due to texture streaming on consoles. I was aming for a texel ratio ~200px per meter for the buildings which means you need more tiles and you can't just put everything on one map.
I had to optimize the low poly because Dota has a 400 poly limit for the particular hero this sword goes on. When I took the low poly from zbrush, the thing had about 538 polys, so i had to cut some edges quite a bit. Is that what's screwing me up?
Not sure whats up, keep getting the same error message (// Error: file: E:/Program Files/Maya2016/scripts/LaunchCreasePlus.mel line 538: Object 'inViewGRP' not found.) when I hit me assigned hot key and i pasted the comment from the online doc, so i don't think its that.
What the hell are your bake settings? Even 4098 in xnormal, a couple million polygon high meh, with high ray settings should take <30 min for an AO map. For this piece? 1024 with 2xAA for reduction to 512, with a high poly of 2 million should take you no more than 5 minutes to bake.
thanks to everybody , any tricks or trhead , to get good normal mapping for lowpoly and stylez models ? specially with textures atlasing (or an array of props in a single UV space ) in 256 by 256 pixels and 512x 512 as starting point . Should I create normal map for lowpoly props in those resoluition? or it is a waste of…
well right now the video card is creating a price difference of about 1000 bucks. I just want the card or set up that will allow me to push at least several million polys. gt9800 512 or gtx280 1024. Am i better off going SLi for either one or just a single option?
I meant that your uvs are so simple, no reused parts etc, i dont mean its so bad its just that if it was work I would have to squeze it in on a 1024*512 probably. The ''do more with less'', sure its fun but its also tough and makes me tired sometimes. :P
Feels very bioshocky. Thats not a bad thing, but if thats a look your attempting you should analize a few of the bioshock screenshots and try to match there materials. On the whole, bioshock is very very specy and makes extensive use of colour spec. Also, almost all textures are 512. So rez isnt really that hight.