That right there is why I believe the new consoles are going to be successful. Sony has basically say ya, you can play used games if you ahve the disk. IF you have the disk. but they have such a huuuge focus on their online store, I bet 80% of all games for the ps4 wont HAVE a disk. they`ll be digital only.
Spend $10 more and get an 80+ power supply for the love of god, like this: http://www.newegg.com/Product/Product.aspx?Item=N82E16817182202 or this: http://www.newegg.com/Product/Product.aspx?Item=N82E16817371029 Buying a cheap inefficient power supply is a badddd idea, they use more energy which = more $ every month, run…
17 textures doesn't seem that much, it probably has multiple materials; I expect it's fairly game-ready. I see two for headlights, two for tyres, as an example in that screenshot ;) Last vehicle demo I worked on (also in UE4) had around 80 materials and 300 textures. It was a bit of a beast, but ran reasonably well.
Unsure of the aesthetic you're aiming for, couldn't open the link on my phone but anyway here's a 80lvl breakdown via an ArtStation challenge piece that may if nothing else provide some direction as to overall workflow and/or asset generation:…
yararstss and @gyllenhaal for your comments ! :) For the hair, my idea is to make an 80' hair style. A cup that goes up high ebough with som tribal signe that will be marked in the hair. I don't know yet if i add the braids. I will have to do som tests, I'll see if I keep them after. See you, ^^
Interesting about the baking. Do you spend a lot of time tweaking the cage? I get my bakes to look about 80% as good as yours only after hours of tweaking. And thanks man, I also immediately saw the ekranoplan you were modeling, that thing is so badass. Please keep us updated on that!
Thanks for your help. But I am afraid that I still have not been able to solve the problem. I increased the padding from 2 to 4 and tried baking the AO, and then multiplied the AO over my base color at 80%. And here is what I get. This is the multiplied result. Here is the AO result with padding at 4.
Info here: http://wiki.polycount.com/wiki/VertexNormal On that wiki page there is the "GetVertNormalsFromFace" Maxscript available to download. That's what we started off using on A:I, but we ended up writing our own vertex normals toolset which was used for most of the project. Pretty sure this technique was used on like…
I believe the piece is more about pretty much any eastern block country in late 80s/90s in decay. So not specifically Latvia. Funny enough I am also from Latvia. :) Have to agree with others about the lights being a bit too strong near the windows. But its getting along very nicely!
@Cremuss Thanks man, I'm doing about 70-80% of the painting in 3D coat, and the last touches in Photoshop. It's hard to beat painting directly on the model for establishing light direction and value control not to mention seams etc. I generally use 8 bit maps for painting, so the transition between 3D Coat and PS is not a…