Hellooo, So I did some super testing on different computer to see how well it would work haha. So I tried on my BF computer that unfortunatly got an Ati card too after all. Result were pretty similar, kinda blurry texture, outline a little less obvious than mine (for some reason) but artefact were present too etc. Today I…
Thanks man! Yeah I knew about turning on the AA for normal maps. Guess I should thought about that. As said earlier they were test casts. Well in anycase I tried a second unwrap and ended up going with a 2:1 ratio. 2048x4096. When I tried separating them into separate maps it didn't seem to want to work as efficiently as I…
Yes, it's true. I don't know about Arena Net's engine in question, but nearly all modern game engines struggle much less with polygon count than they used to, but they still choke up over drawcalls and shader complexity; the more texture maps, the more drawcalls. Those stack up. Realtime lighting is another issue too.…
Alright so after a bunch of searching I think I have narrowed it down to two pieces. I didn't want to aim too high, wanted to keep it achievable but still interesting. I have an itch to get in to Zbrush more (as I am terrible) and modeling up some damage on the walls of this would be great. The only issue I see is the…
Hi Steve! We have a lot of problems with intersections/overlaps here too, have to combine the maps ourselves. Happens when we have two surfaces really close to one another, like deep in a crease of the high-res model. Especially for mechanical models where there are a lot of creases and angular extrusions. We have to…
Hey, great work, only had a couple of problems with it: I get the impression from watching it that you're not too used to going back into poses. Every animation where the guy ends up back in his standard pose at the end looks very mechanical in its last few seconds. It's really best to settle the characters more, if you…
So, the following is a personal oppinion completely, and you can take is as you want: Often, when people say "so this is a RANDOM monster" what I often hear is "so, I dont wanna worry too much about nailing human proportions and anatomy". So you are making a monster which is being infected by somekind of symbiotic thing.…
@verm Over hear at least the 10D just took a nosedive in price after christmas, so the difference isnt that great, agreed that its not much different other than the speed between shots and the metal frame, but after handling them for me the frame makes the difference if you are going to hand out that kind of cash i think…
Fur texture cards need to be generated via xGen or something similar. Right now, they read as illustration and not real fur. Skin could use more noise and off color treatments; overall it's reading too flat. There's silhouettes that you've missed that makes the character less large, like the mane of hair is far too small.…
Yep that's a portable forced air heater alright. Everything looks good except for the unwrap there are a lot of edges that should be straightened, specifically the long straight pieces in the upper left and the straight curved piece in the lower right. Because these aren't straight you'll get aliased lines, these will get…