Nope, that's some 100% genuine hand-painted failure right thurr. Brought the Thompson down to under 3000 tris and added the charging handle, though it probably needs to go lower since it's going to have a big fancy drum magazine. Brought the textures down to 512, and I think the quality is acceptable: Still need to rebake…
Be careful with the size of these small details here, you have to try and keep in mind the size of the texture you'll be using on the final asset here, and if its only 512x512 or so i dont think these little hinge details will really come out at all. A good way to figure this out is by just looking looking at your model,…
Do any of these programs allow for painting on a separate UV channel than is being displayed? For instance, I want to paint a blend map for a large terrain (unique space - UV0), yet want to be able to have a visible idea of how it would look with the tiling diffuses (tiled planar map - UV1). Our in-engine shader uses the…
Made some tweaks and additions to the guns texture. And finished of the EOTECH scope. The scope has 512 on it, and is 1100 polys. Heres some quick renders. And as far as the thickness, yeah the numbers i was getting wernt matching up, so I just eyed it up. So I know this gun shouldnt be 100%. And Rumkugel, I kind of stuck…
[ QUOTE ] The style goal was halfway between Dawn of War and Company of Heroes (imo, Relic makes the best RTS textures, by far). [/ QUOTE ] For me and the rest of the Relic team, I say: Thanks! I worked on both Company of Heroes (Environment objects) and on CoH: Opposing Fronts (Vehicles). Thanks a lot for the kind words!…
thanks guys. what im really looking for is how to do VFX for games. i know how to make them for pre-rendered stuff, but for in-game stuff it was kind of a mistery. i guess i can render some volumetrics from fume or aB and turn them into cards and try to play around with particles to make it look like clouds. by the way,…
Alirghty some more updates. I'm actually really happy (and surprised) the normal turned out so well, took alittle while to work things out but I'm pretty happy with it, just gotta smooth out some issues with the normal map file and it should be good to go. I'll be doing the texture tomorrow, and hopefully it turns out ok.…
renderhjs this is indeed a fascinating, on topic subject in my opinion. How COME that painting in CS3 or CS4 is much slower than in CS1 on the same machine? I understand that a newer release of a program is bound to introduce new features that might require stronger hardware. But how come that menus or even brush strokes…
If you want some numbers to work with, I'd say start out with 16² or canvas, and 4 to 8 colors. I'm an advocate of giving yourself very strict and small limitations, to faster learn how the medium works. It forces you to think because you can't simply draw in all the detail like you would in a regular 512² texture. And the…
Hey Astrocoolbug, I was looking at your textures two posts above. Have you considered making a separate UV layout for your emission/illumination texture? I don't know if it will help performance that much but you could change that 2048 texture for a 256/512 one just focusing on the few parts requiring emission. It's a bit…