Just wanted to clarify some things... Is there a rule for how "low poly" game props need to be? Under a certain amount? Is it more like use your best judgement? Ive seen tutorials that use the PSD Network workflow in Maya and use XNormal for normal maps. I've also seen tutorials that just build textures in photoshop then…
As a blender user i've found exporting a material/colour ID map quite awkward, resorting to bakes and having to enable or disable blender options to get a clean unaltered diffuse colour render. A process that is both fiddly and time consuming. By chance I came across the offical BLender uv layout addon to export the uv…
Hey there! First of all, congratulations on 2.0 release! The additions to the Suite are truly monumental and the performance is incredible! Unfortunately, I'm still having huge trouble with the most troublesome area from 1.8, though. Specifically, getting proper curvature out of hard-edged lowpoly objects with UV seams on…
Hey guys, thanks for the feedback, it really helped. First off the handpainted issue: since this is still a WIP I created the textures and kept them half finished as you saw. Examples I took starcraft 2 and ME2 for that super clean monotone look. Because when I worked on Unearthly challenge 09, I realized a lot of details…
Finished! 3,300 polys, (next gen attempt) 1024 diffuse and normal map. This was so much fun! Every model I make, I try to learn something new. This one was brilliant practice! I learned how to retopologise in Zbrush and tidy up the low poly in Maya, use Xnormal to create a normal map and AO map (LIFESAVER because anything…
Well as an update i`ve been spending the last week working on a game project and trying to do things with Maya transfer maps ,Mudbox and xnormal with mixed results. Pulling my hair out most of the time with both autodesk packages when trying to export normal maps. I moved onto one particular game object and it was driving…
I tried xnormal but it gets a lot of artefacts on the normal map and also the normal map is not that crisp or detailed like completely missed the sewing details , I dunno if may be it is me that didn't tune if wel but I was thinkint perhaps is better exctract maps from Zbrush , retopo in topogun and paint over in mudbox or…
I think in max 2008 onwards you can export your cage to an editable poly which gives you a bit more freedom when editing the cage. As long as you retain the same vert index you can import it back again. After that i usually use paint deformations to push verts out while retaining the original normals. Not sure if this is…
uly, thanks for the link. i remember reading this a while back. i pretty much do the same thing (except in this case i did the high first). im using xnormal to get the normals. and the only quality adjustments i can see for normals in there is the antialiasing (which i usually leave at 1x, id turn it off if i could since…
[ QUOTE ] So now that there are restrictions on the shaders, what are people planning to use? Any domWar2 entrants willing to share how they previewed their entries from last year (MOP, peppi, rollin..?) I don't have any experience with xnormal, the UT3 editor, etc. Anyone have opinions on what's the best option? If I have…