3D is fun :) Here the normalmap from the pictures above: Dont like this purple shadows, so still have to do some uv cuts to solve this, even if its not visible on the mesh. But for Textur presentation ^^ Stupid smoothing groups cant even handle less then 90° to look good on the texture >_ <
I've added some polys to the ammobox and did a testbake. Quiet happy with the outcome(there are some minor skewed details and some smoothing errors but nothing that cant be solved). I will do some proper uvws now and then hopefully I can start to texture (my fav. work). 2.7k tris
I've isolated the above issue to the following formula: float3 IBL = SampleColor * F * G * VoH / (NoH * NoV); in particular, NoH is not working. if i plug a constant into it, it looks fine regardless of the value. so now i'm a little stuck. edit - i think i've solved it by renormalizing NoH.
Oh well I'm a complete idiot. I forgot to merge 2 verts on my triangle from when I was working on that area.....solves the deformation problem. But I'm still wondering about triangles on smooth meshes, I was under the impression that you wanted to avoid them at all costs.
haikai, thank you so much man!<3<3<3 frustration solved:) I guess I should really hold my judgment to myself until I get to know zbrush better. Though I have to say it get's more and more impressive as I go.
one question let's say I get some items into the game and I make some money but I don't have any of those things that you mentioned( EIN, ITIN, tax treaty and etc). Will steam keep my money as credit until I solve the tax issues?
I use a large colour map that overlays the whole terrain and then i use small tiling textures that are painted onto the terrain in udk. I had the opposite problem with my terrains lighting, the terrain was casting huge shadows all over lower parts of the scene hovever that is now solved.
Hey @RaptorCWS - I've actually since deleted the cages I've been trying to use. What I did though was apply a push modifier in 3dsMax as recommended in this link - http://docs.cryengine.com/display/SDKDOC2/Common+XNormal+Baking+Errors+and+How+to+Solve+Them Here's the low poly wireframe:
It reminds me of this quote from Albert Einstein We can't solve problems by using the same kind of thinking we used when we created them. Hopefully AD will spend some time gathering ideas from you and others here that know what they're talking about.
Yes... I thought about that when I was already solving problems with the normal bakes. The next time I will do it. Yep. It has a little too much. What you guys think about the rust on the mace? A friend of mine told me that it looked a little bit like stone...