you need to take a chill pill man, seriously , i agree 100% about research and functionality, but lets not derail another thread where you still fail to see when to make something cool rather than 100% functional is sometimes the better case, just look at UT3 weapons etc, so many examples...not saying this design is cool…
My workflow will be the following: * Building of Basemesh in Maya * Create (UVs) with Headous UV-Layout * Detailing in Zbrush (Creating of Normalmaps) * Painting of Textures with ZBrush * Rigging and Animation with Maya * Export for the Realtime-Engine. The Polycount for Model in XNA should be around 15.000 Triangles and…
Hello Guys ! Thank you all for taking the time to help me. So I tried to crank up the light map as ZacD said, 64 to 128-512 even 1024 nothing changed. But thanks for the advice, I'll keep that in mind (= The only solution I found for now is to make one big mesh of the road and the counter. The road is at 1024 and the…
When publishing something to the steam workshop, there is a option to add other people to the submission. The person who uploaded it can give a certain percentage to people he collaborated with. The total percentage is always 100%. This way valve can pay out the people who worked on it individually, instead of paying it…
I agree that photobashing is super common/effective these days, it saves the holy grail of production budgets: Time if anyone hasnt seen it yet, my buddy created a in depth tutorial on his process how he uses it effectivly while avoiding the 100% photobashed look some more jr artists struggle to hide. 100% free on his…
You can only edit the normal that you paint via the height channel, which is later converted as a normal map and combined with your input normal map. The only way for the moment (kinda "hacky") would be to load your map as a regular basecolor/diffuse texture and paint over it, but you don't have any guaranties it will be…
Eh, for Fang you could make sure the edges of the single quad and the edges of the rest contained only flat normal information (128-128-255 signed unsigned, whatever). The area with the seam must remain symmetrical on both sides of the model when baking. Within Zbrush storing the symmetrical shape, modelling the asymmetry…
I had to use it in a PS2 engine, which was of course fixed pipeline. Ideal texture size on ps2 is 128*128 4bits (16 colors) and the engine used a subdivision terrain system. Everything was modeled in quads and subdivided on the fly (with nifty low res displacement maps, which was very nice at the time). I guess this is all…
I looked into how normal maps actually worked, I knew they were a vector but needed to know which axis each color used. Found out that blue is Z and should not be below 127. Now since the paint would dull the normals of the wood I went ahead and added a levels layer mask that brought the red and green channels closer to…