+1 000 000 That was such a horrible experience, I had edition with golden remote, I was waiting for it, I was hoping about it getting better then some moments in twilight princess and then... How it was possible after amazing Wind Waker and Twilight Princess to make such an average mediocre game?
Thanks for sharing your images Bunglo! That was very helpful. I get what you are saying about relocating outside of the 0,0 space, although what I was concerned about was stacking shells (or not) within the 0,0 space. In which case Eric's recommendation to compartmentalize makes a lot of sense! :]
There's nothing wrong with Monty Python though, it was actually a little goal of mine, so thanks I got the monty python comment before, so I'm glad it's noticable. And without textures, I don't know how to texture a model with a polycount of 10 000 000. Thanks!:D
Wether or not you believe that this CG trailer wont differ much visually from the in game content as claimed is one thing, but theres some awesome imagery in it nonetheless:…
Bah it's just a photo paste. Kidding - it looks like you've nailed 007 spot on - it's extremely well done, great work! Good idea to bring back Sean Connery. Any chance you can get him to do one last voice performaning role as the original 007?
Avoid scaling. This will make you texture desity different. Scaling is the easiest way but not professional. Also it will make dozens of faces rendered but not visible. If you want to make a crazy-detailed cave on PS3 you need to avoid losing of polygons and I'm talking about 1 000 000 tris scenes.
Are you using MatIDs and hiding MatIDs for the vertices? Are you in sub-object mode in the edit poly before applying the UVW unwrap? Is the vertex always in the 0,0 position? This was a bug in Max 9 and lower, where when you auto-unwrap it would sometimes jam the W value of the 0,0 vertex to near-infinity.
Lambertian term should output a value of 0.0-1.0 depending on how the sampled point is being lit. Use that value and feed it into the V-coordinate(or U depending on ramp direciton) of the UV-lookup of your ramp. Your would probably get color artifacts where values near 0.0 and 1.0 are. Set the ramp texture on the sampler…
nice enviro coming up :) It feels a bit chaotic imo. The usual mistake that I seem to notice in natural enviros is the logic of assets' placement. I would place grass/shrubs around stones and trees first of all; smaller stones around bigger ones etc. Same goes for vegetations looking better if places more along those…
A better question would be to ask how many do you need? 90 000 polygons used to create a single piece of vegetation seems a lot less reasonable than to use those 90 000 polygons to create say a key character in your game. I think it all comes down to whats reasonable or not.