So, some sources say that the 'tech demo' was actually a trailer for the game in production. Holy frickin' hell! Article: http://www.ps3land.com/article-312.php Tech demo from last year: http://video.google.com/videoplay?docid=8711534319174422036
We have a neighbor with bricks sticking out every foot or so, looks like a climbing wall heheh. Kind of like this. https://static.seattletimes.com/wp-content/uploads/2012/08/2018933150-780x0.jpg
the archway has been sculpted and taken into zbrush, as well as baked down and decimated, its missing diffuse information as well as specular info. the brick wall is a 512 normal map.
final shots for portfolio: until now i've been rendering it with 1024 texture, but it turned out that downsized 512 texture looks slightly clearer so i used it on this shot.
ceebee is a world wide webbed erotic performance artist, also smh relevant link from my morning rss feed http://visualartmerchandising.blogspot.ca/2012/06/dont-be-artist.html
Don't sweat it about DX10, they just skipped it and directly went to Nitrous for in 2012, but even that is kinda buggy sometimes. DX9 is the only stable one, followed by OpenGL for certain people.
I can't find the realistic setting anywhere. I'm using Max 2012 too, but I did enable shadows and AO in the Shadow Options of the viewport. Would that be the same thing?
If your chamfers are really tight, they won't show up in your normal map when you go to bake, especially if you only baking to something like a 512 map.