my entry on ga.org zombie all stars and to continue with the little boy what you guys think about the hair? im not completely happy with the silhuete on the front view yet.. any ideas? 5532 tris with hair and eyelashes. also, ill probably separate both arms on the uv because of that nasty seam im getting on the left arm.
Here's with the following setting: Lightmap resolution: 512 static lighting level: 1.0 Num indirect lighting bounce: 6 Indirect lighting smooth: 0.6 And I also upped the lightmap resolution of the beam. Here's the result: Any other idea? (I am trying with the static lighting level at 0.1 at the moment but the build takes…
It's all done now, had a lot of fun doing this character. Ended up with 4K texture for the body, 2K texture for the head, 2K texture for the hair and fur, and a 512 map for the base. As always there's lots of stuff I would change if I could do it all again but that's the learning process of doing any art piece.
Did some exploring online. came up with another option. Create the standard tileable textures. use those to texture each chunk. and create a 256 or 512 mask for each chunk. which would allow the other textures to show through. this is efficient and gives me pretty good control of the terrain painting on each mesh
I mean this is something you could have easily googled, for example "3dsmax viewport texture resolution". Use google, it's your friend. that said You can change the maximum resolution of your viewport textures under the viewport configuration. By default it's probably something like 512, which is most likely the reason for…
That sounds on the money. I was thinking of those Shield Mandroid things Stark destroyed in Armor Wars. Maybe we can get some Extremis in the 3rd one. How sick would that be? Also: Iron Man 232 for the Epic Win. No real spoilers in it just a cool look into Stark's mind; may need cdisplay to read it.
I always render out AO maps with 512 set for the rays. I turn on AAx2, and everything else I believe I leave default. It might be you're just not using enough rays. Increasing rays will increase the amount of time it takes to render, but you always want to try to get the cleanest AO possible.
Fixed up the rock texture, the problem originally was i accidentally saved it (permanently)as 256x256, so it was scaled to 512 before :( . But it's all good now. I tried adding some colour variation to the timbers too (a shade of purple/grey and some warm red), still have some other things to change as critted above.…
nice to see you around here greg. I wouldnt consider the character a failure, it just needs liek everyone else said more contrast on the texture. Also maybe using 2 512 maps instead of 1024? i think it will look just about the same and you are cuting down half the texture size
you get me all wrong :) there ARE texture overlays.. even if it´s just some structural bump 2d-app whatever.. the thing is.. if your texture looks bad without overlay it will look even worse with it overlays are just finishing stuff.. not a rescue operation ;) and I recommend reducing your textures to 512 each.. that's…