Here is progress on my level/scene.. I have my beauty and in-game shots in the works..I believe I went over my texture budget, but I ran into a problem with the large structures. I originally painted them at 256, and their texture didn't hold very well, so I re-painted them at 512. And I admit that I'm using some Disney…
Hey Lewis, firstly thank you for replying to my post! I agree about the shadows. The crazy thing is that this was the result after I baked the lighting. I've set my Lightmap resolution of the floor piece from 128 to 256 and set it to bake again. I could also lower the intensity of some of the brightest white lights in the…
- Try to work in greyscale the most as possible (avoid greyscale -> color and color-> grayscale - Use the standard blend mode - For alpha blending: use the opacity input of the blend node (instead of injected the alpha in the foreground) - If the UV layout is composed of multiple parts (face, eyes, whatever), generate each…
ARTWORKB&S Lyn (fanart)by Olya Anufrieva ARTWORKB&S - Lyn 화양연화by BYUN ARI Hello everyone! This is my collaboration with awesome 3d character modeler - Olya Anufrieva. She gave me this model and I created the all grooming work for it =) Concept by awesome BYUN ARI Olya's model have a good polypaint, so I used VertexColor…
Unless you're doing work for iPhone or other platforms with really low hardware specs you probably won't have to worry about vertex splits or triangle stripping for your optimization. Todays hardware is so powerful you have a huge resource ceiling to work with. Don't take my word for it because I'm not that well versed in…
Sorry for the delay guys with the tutorial but I have been fixated with lowpoly seams and finally worked out what the problem was. Mesh decimation works well for rocks and cliffs but causes problems if the mesh is flatter. Got around this by just exporting a lower subdivided mesh from mudbox, 256 polys and the end result…
worrying about texel density is not a bad thing. You probably don't want to sacrifice resolution where you can afford to have it just to match a lower resolution where its a technical necessity - if you are stuck using a 2k map on the body and a have the option of a 1k map on the face you probably don't want to drop the…
Looking great dude. That sword rocks - if you have the polycount, I'd add back in that ring from the hilt of sword sketch #2 :D Feels like it's right on the border line of cartoon/TF2 territory but it's well enough executed that I think it should be ok. I'm glad you reworked the skull on his hat to be less cartoony - that…
Neavah, I think that's exactly what I've been looking for. I worked out how to create/edit a UV map, I was just looking for a method of sort of organising the UV islands before flattening the map, to prevent them being randomly scattered and broken up. This must be it, thanks a lot ;) Oh and one more thing seeing as this…
You could either do your lighting and soft shadows by making a plane with an alpha on it, or cutting the shape into the geometry and using vertex colouring. Texturewise, you'd want to index as much as possible. Use 16 colour textures wherever possible (You'd be surprised how much you can do with such a limited palette) and…