There can be a pretty significant difference between what bakes/packs well and a layout that is painting friendly. If you do a lot of painting, you can use two separate UV channels. UV1 bake/packs well, UV2 painter friendly. Then transfer UV2 to 1. I tend to do this with ultra low poly meshes that are mostly diffuse only,…
Hey, thanks for the input thought about it a bunch more and asked some more people I also think 3 is the ideal workflow at least in my case, and especially when you know how many variants you need +-
Mostly because i had no idea it was possible but "benr" never does cease to amaze me. http://www.xsibase.com/forum/index.php?board=29;action=display;threadid=28834 The power of normal map displacment: ps: not my work.
It all depends on what you plan on doing. 1300-1500 will get you a nice rig allowing you to do pretty much everything. Custom built WILL get you something better than pre-built. Make sure you have at least 4-6+ gigs of ram, a nice video card, and a decent processor. I really like the Core i7 processors. They are cheap…
Hello all, I'm wondering how I should triangulate these edges. In particular the domed area. Should I be trying to keep a flow going around or try to get it symmetrical? Also, is it a good idea to handle cylinders in this way i.e. all faces from top left to bottom right, not zig-zagging? Any help would be much appreciated…
Had a blast playing it at Jay's house a few times. There's something about picking up civilians and tossing them in to the ocean I found so awesome. Maybe it was that I was inebriated, maybe not. Don't judge me. Finding orbs made the game, IMO.
No, Tiff Files work just fine, but they have no additional Meta-Data to tell the Engine what they are doing. What the Engine then does is assuming that the Tiff is saved with the default settings (diffuse_lowQ). What the CryTiff Plugin in Photoshop does (or at least how it can be best described) is save a Tiff File and…