@alexk Thanks for your feedback, these are some areas I definitely want to work on aswell. Especially learning about vertex painting, and the use of alpha maps. This is the first time I have attempted a scene like this and I am still learning all the time. I am aware there are a few issues with the strip club which I hope…
Ryno: That was my understanding of, and assumption for most level geometry in engines where the light is precalculated. Eric: Yeah, again, I'd assumed the double vertex count. So lets say youve got a character: diffuse 1-pass UV:1 spec 1-pass UV:1 alpha 1-pass UV:1 glow 1-pass UV:1 bump/normal 1-pass UV: 2 GI Lightmap…
FicWill it doesnt need to be that slow its just the way you are approaching it Create a bitmap the size of the viewport get forward facing polys. get verts from forward faceing polys. do a intersect ray to each vertex, get the hit and compared the distances from the hit to the screen and the vert to the screen. if they are…
Holy S**T... I've loved your work for a long time man, but that new stuff you posted is just awesome! What res are most of those textures at for the unannounced project, and was it all from the same project? EDIT: Opps, I have another question actually. For that modular futuristic city (the blue and orange one) you said…
I haven't bothered to read previous posts...so...yeah: If I'm custom unwrapping an object, I use the Mapping > Normal Mapping > Box Mapping (With Normalize Clusters Checked), in the Edit UVWs window, as my starting point. Then I just Display > Show Vertex Connections, and Options > Preferences > Vertex Snap (I normally…
Thanks for the reply guys. Normally in max I set the number of subdivision to level 4 when I'm in NURMS mode. After that I just toggle the NURMS mode on and off while adding more edges either in vertex mode and edge mode if I wanted to get the desired crisps edges that I want out of my hard surfaces. I can also see the…
One option is you could Polypaint a hires mesh in ZBrush and then retopo the hires mesh (with as many polys as needed) and UV unwap it (or try decimating it if you want to stick with lots of polys). You can then bake out the base color vertex painting from ZBrush using XNormal (vertex bake). You could then import the baked…
Issue A is a classic issue between 3DSMax and Zbrush. It has a tendency to split every single face on the UVs, and then flip all of those individually. So while it looks like the same UV set to human eyes, it's all disconnected and so you get visible 'wireframes' on bakes. I wouldn't worry about it because I wouldn't…
New update. I've started streaming on Facebook which is definitely making me work harder when I ever get chance to work on this! Tree is now textured with vertex colours to add flower colour variation, tree trunk is not done. Stairs have vertex colours added too and the ropes blow in the wind all subtle like. Added falling…
Akash:283: As I've experienced some trouble when transfering vertex normals and then making the material two sided in Unreal I usually make the "two sided" already in Maya. I do this by simply duplicate my branch planes, moving them slightly and flipping the normal direktion so that it looks like a two sided plane when…