Thanks for the comments folks. Zipfinator : For metal I just do it by hand. I start with the clay tool and rough things up a little, enough to just give things a bit of a warble. Then I do some subtle damage with the clay tool, maybe mask some more areas I want to pop out an additional panel of metal from and deform it…
Thanks Mark! While this effect does look more realistic than ripples, my game has a stylized cartoon look to it so I want the expanding circles specifically. I ended up creating an animation in max and then using premiere to put it all together as a seamless texture. After all that effort though I realized that it'll…
@metalliandy Hey man knald seems to crash pretty often for me when trying to bake ao. now I've tried baking one thing 5 times it only didn't crash once. The hp contains around 50 mil polys. I'm baking on 4k with 16xaa 512 rays. The other maps that I'm baking are tangent space normals and vertex colors.I'm also using a cage…
I'm sorry, but it's illogical to toss off the correlations to past dictatorships as hyperbole. That this step is small is stating the obvious. But that's the actual problem. In many cases of past dictatorships, the transition into it was so small, so gradual, that nobody notices it until we're there. And let's not blow…
Thanks hollandje! @Minos - I started off with baked maps but Snow suggested that I use tiling textures in an earlier post. For the staircase and handrails I added supporting geometry and smoothed the normals. Right now the stainless steel is 512x256 (although not all of it is being used) and the concrete is 512x256.
Actually what you have modelled so far has much more of the characteristics of an AKM than an AK47 (the buttstock is from an AKM, so is the slanted muzzle break), so I'd say just stick with it and make an AKM instead (AKMs are also much more common than AK47). But of course the decision is yours. For comparison: AK type…
Did some exploring online. came up with another option. Create the standard tileable textures. use those to texture each chunk. and create a 256 or 512 mask for each chunk. which would allow the other textures to show through. this is efficient and gives me pretty good control of the terrain painting on each mesh
What the hell are your bake settings? Even 4098 in xnormal, a couple million polygon high meh, with high ray settings should take <30 min for an AO map. For this piece? 1024 with 2xAA for reduction to 512, with a high poly of 2 million should take you no more than 5 minutes to bake.