I can see you had to sacrafise some stuff, like the crossbow on the arm, less arrows and pockets. But heh, about the pocket and arrows I assume you are gone duplicate them later on and have them there. Well keep it up, you are getting there (y) I loved your sculpted, will you make me fall in love with the low poly? :D
here it is, just as CrazyButcher explained. float2 uv = In.texCoord; uv.y = -uv.y; Out.Position.xy = uv * 2.0 - 1.0; Out.Position.z = 0.0; Out.Position.w = 1.0; I'm not sure how you would render the view to a image though. It also might need to be 1:1 ratio, or maybe not... Anyways, that's easily done by multiplying the…
I think specifically the forehead might look a little plastic-y. Maybe it's a little too much specular... it could just be that the unevenness of it is throwing me off. It has kinda the same look as specular highlights on scuffed plastic, if you know what I mean? But everything else... wow. Especially the jawline, with the…
Having looked at the new update I think one thing that's called my attention is the extremely long wooden planked floors... are you planning to keep it that way? or is it just a placeholder for now? If anything I'd say break up those wooden planks into segments. Good call on Marvelous Designer btw, it's a lovely program…
I know you said your bump node is set to Tangent Space, but humor me and double check. It looks like you have other problems at play here as well. Make sure your high poly mesh normals are set to average (in the High Resolution tab of xNormal) and make sure your Y swizzle is baking in the correct direction for Maya.
Try making a new scene and do a File -> Import of your entire old scene. It's a work-around to get brand new cameras in case something wacky happens with your old cameras. I end up doing it a lot when switching from Z-up to Y-up coordinate systems, as the cameras still get screwed up when doing that.
Thanks guys! I'll get right on it. Also. I'd like to ask you guys for some inspiration. Do you have any idea what i should do with the trees? It's a big part of the map... I need to make something that looks good, is cheap on the system and is stylized. I only know I want them to be pine-tree-y.
I'm having the same problem. Weird. Here's a script that can help you out in the meantime. Select any number of objects and it will set the Y location of the pivot points to 0. { string $sel[] = `ls -sl`; for ($obj in $sel) { select $obj; float $pivotLocation[] = `xform -q -ws -piv`; xform -ws -piv $pivotLocation[0] 0…
Looks really nice, maybe a bit to purple :/ at least vary the saturation here n there. now it almost looks like an Instagram filter :P EDIT: didnt see it at first, but you got some very interesting pixel-y but still hand-painted look going on there, pretty cool but might be a bit weird unless its really clear its…
seems like most programs I deal with start you facing down the z-axis, y is up, and negative x is left. And when new objects are created their local axis copies that. So pretty esay to jusut stick with that unless you are invidually placing unique objects in a composed scene, or you have a boss telling you to do something…