You could either do your lighting and soft shadows by making a plane with an alpha on it, or cutting the shape into the geometry and using vertex colouring. Texturewise, you'd want to index as much as possible. Use 16 colour textures wherever possible (You'd be surprised how much you can do with such a limited palette) and…
NECRO POST!!!!!!!!!!! Sooooo... Been a while, hehehe. I had to put this aside for a good while but its always sat on my Hard drive nagging me so I made a good push these last few weeks to finish this up. I took a lot of the crit that was handed to me and tried to roll it into the direction I wanted. I'll be doing a quick…
Wow guys, lots of great mars surface and lava !! i had no time to do them :( Sorry for the late reply and thanks for the kind comments. @TooLzor : For those pipes, i make a very thin line that i Warp with a Gradient to get the pipe path after that i use a Distance node to increase its size and a Curve node to make the…
I'd use a seperate texture for you emissive instead of using an alpha channel. DXT5's are more expensive, and generally speaking you can get more use out of making a mask texture (putting your grayscale masks/alphas into the RGB channels and using them individually) or a straight up emissive texture for you material as a…
I think you may have mis-read my post, as I've come to the same basic conclusions as you have. A. The 560Ti, 660Ti, etc cards are much better value for money(I just used different math to show it). Even easier is to simply look at the passmark value chart: http://www.videocardbenchmark.net/gpu_value.html B. Differences in…
Xbit+FRC means that the display isn't capable of actually displaying the full range of colors, 8 bit means each channel has 256 shades of color, while with 10 bit each channel has 1024 shades of color. So FRC is used to make the display switch between two 8 bit values for the pixel, the time depends on what color a pixel…
1. Unlike MentalRay,etc... xN does NOT subdivide automatically the LP mesh. You must pass it a bit subdivided to xN. 2. I suggest you to model your HP mesh using the LP as subdiv0 level. In that way you can use the MatchUV feature in xN and avoid to setup cages. 3. To avoid problems at edges, sure you setup well your…
Well, you can type calculations into the little pink Listener box at the very bottom left. It should give you the answer below it. However, I noticed some oddities - try "4/2" and it gives a weird symbol. However, if you try "4/2.0" it gives "2.0". Try stuff like 4.6*((cos)20/pi) - works perfectly. Using the form cos(20)…
Correct. GT:HD was originally nothing more than a milestone for Polyphony. They were supposed to get all GT4 content running in 1080p to test the PS3. GT5 will be 100% all new content, which takes advantage of PS3 hardware. While it sucks that we'll be paying full-price for a game with no cards, the idea is sound. If they…
That really doesn't look like it deserves a 1024x1024 texture. You could get that much detail out of a 256... because there is no detail there. Also, the texture is looking pretty dodge/burny - like all the shading is just a whiter or blacker version of the base colour - this is not natural, except in very specific…