No you can't do that in LW MoP. It's still tied to surfaces. So you want multiple smoothing groups, you gotta have a surface for each one. It's ridiculous. I should run over to NT and complain about it. ::EDIT:: Thanks for opening a wound. :P
cholden, I agree entirely 100%. I need to do more hard surface, high poly models. Rest assured, this next semester of school(in my last one :) I will definitely tackle more high poly, hard surface vehicles and environmental props.
That may be true arshlevon, but regardless of how good it is, any projector is going to work better in low lighting conditions than it would on a well lit surface; it's just the nature of how light works. Unless you can project negative light, the darker the surface the better.
Modeling wiring as in displaying the wireframes? That is completely dependent on your modeling software. Some have it native and some need a plugin. For example in Blender, it is an object modifier. In lightwave I used a plugin that changed every polygon to another surface, then turned on render lines between surface…
Maybe scale it even more down to get a better result. When you feed in a washy image then it will try to upscale this washy look ... there's a plethora of traditional computer vision techniques that will do the job Not this job, unfortunately. Traditional methods will not fill in fine details like hairs or surface…
Not very expensive on current-gen hardware, but it depends on the method too. Some info here. http://wiki.polycount.net/Parallax_Map Biggest drawback for us is that other meshes sitting on a parallax-mapped surface will sometimes look like they're floating, because the parallax distortion goes "down" into the surface.
My guess is it's some variant of deferred SSS (sub-surface scattering). They all have silly acronyms with lots of 'S's, but I can't be sure which particular version an engine uses; SSSSS (screen-space subsurface scattering) SSSS (separable sub-surface scattering) etc...
Raytraced shadows have that problem with geometry that's curved but doesn't have loads of polys. You can solve it by baking lightmaps with Turtle's surface transfer and a more smoothed out version of the mesh around 100k polys as the source surface. Inconvenient but effective (much like Turtle itself.)
Well, UDK can do that. Blizzard's engine is a special case I believe, since they designed it to be easy (painting directly onto surface with tiled textures). UDK allows you generate/sculpt terrain, and then you can load in tiled textures and paint them on the surface with layers.
Hey man! Really nice work! Truly inspirational. Quick question. I've noticed you have a variety of stuff from hard surface to organic, are you using a sculpting program to do that hard surface or are you using 3ds max or maya to do those? Thanks