Thanks for the feedback. For the infinite smoothness I was referring to, an example would be making a sphere, then zooming in really close. If this sphere is a Nurbs object, then no matter how close you zoom in, the sphere will be displayed as a smooth curved surface at render time. If this sphere is a finely triangulated…
hmmm.. I really wish i had marmoset on my laptop so i could test stuff out while discussing it. Ive just always been kind of disappointed with SSR, since sometimes it sort of bugs out, and especially in marmoset its very low quality in the viewport (maybe thats just my settings) and the cavity is too small (less than 1cm…
Vertex alpha is more expensive than splat mapping, because it's alpha blending. Anything with transparency is generally more expensive, especially for mobile hardware. For the transitions between road and terrain, you could use the eat3d method in McGreed's link, except not using the blend texture for details... just…
Ok, here is the final low-poly model of the robot with skeleton. It can't get any better than this. Im at 997 tris. I eliminated unviewable edges and faces, and got a few extra edges in where needed. This is as far as I go with the 1000k model. Now all I need to do is accurately skin it and texture it. Then I will move on…
All the boss fights in Dead Raising. whats your favourite game boss and why? I personally love big boss fights with cleaver twists, and well established game play mechanics. The God of War boss fights are some of my favorites. What's your least favourtie game boss and why? I'm not a big fan of being tossed in the middle of…
Do you remember how some big action movies from the 90s had those neat miniature & matte painting cities that were heavily exaggerated? I would like to make something like that for 1990s Los Angeles. My pitch is an open-world, third person, action game / simulation set in megacity LA. There are many great films set in LA…
I needed a script other day that would calculate normal maps intensity parameter from a target normal map example and match all the project normal maps to same intensity for more unified look . I asked Chat to hipass normal maps, extract high frequency details and measure each pixel normal deviation from vertical, find a…
Occasionally, while trying to deal with subD smoothing errors, I'll find that the cause is the presence of an infinitely thin quad or n-gon sitting in between verts that lie on top of one another in space, making it look like there's no intervening poly at all. Here's an example. I pulled apart the edges of this really…
hi guys, i have so problem or weakness in texturing!and create materials. how should or can i improve my texturing?generic for example this is my first scifi map or my first map but i think is not good!and maybe is from texturing: http://puu.sh/8qYQc.jpg http://puu.sh/8qYMu.jpg and these pics are WIP! what is your idea…