I'm curious to hear what others will say about this. What I am wondering right now is why your LP deviates so much from the HP. You say adding more geometry is more of a problem than a solution, but a normal map can only capture so much detail, especially when the LP and HP are so different from each other... Your cage…
Thanks fletch. Does anyone have an example mesh + scanline generated normal map that they could share to help test a solution to this issue ? What I'm looking for is something which renders ok, but which looks wrong when displayed in the viewport or a standard DirectX shader. I don't need a diffuse - just the low poly .max…
Just wanted to say thank you everyone for taking the time to put forth their recommendations for cameras. At this point I think the best thing for me to do is to make a list of the cameras mentioned in this thread and study them in greater depth to see what fits my shooting needs the closest. What are some brands that you…
I was hoping that you would be able to see the red example does not curve nicely, it has a flat section where the 2 extra edges are. So really, what I am saying is, use a more detailed base mesh. Right now your problem is that you don't understand how to make the model smooth AND have detail. For example, the front bumper…
I think you guys are reading too much into the 'what body?' comment. maybe I'm wrong but I thought it was just the whole thing where if someone tells you to STFU about something and you bring it up you reply ' what ___?' example: you have a dead body that you need to get rid of, but you don't want anyone to know you have…
My bad if I sounded black/white; I know that many game-art answers seem to fall back to 'it depends'. It's just that "a few" and even 50% are all so relative that it's hard to tell what is meant. Depending on the artist/engine/whatever 'a few' could be 16 tris or 1600. There's another example in the pdf where it's used on…
Blue shadows come from ambient light bounced by the sky. Might look odd in this interior but give it a try. Odd example but it shows somewhat the hue-shift for shading. Notice the brown walls shadow color shifts toward purple. http://zs.ffshrine.org/album/link-to-the-past/screens/14.gif Half decent trick for cheap cop-out…
Ugh...very busy with non-3D projects recently. Still looking for employment, primarily. Thankfully enough, I have found the time to work on my Flash 3D model viewer. Here's the current progress. And here's a link to a functional example. Click Here For Example I finally have my own webhosting now, as well. So no worries on…
I'm still confused why "That's how the original maps were" is reason enough to keep your maps uninterestingly too dark? Just because the original maps were that way doesn't mean you shouldn't improve on the basic concepts of design, especially if you are modding them. The entire idea is to take the original concept and…
Well put Pior. We'll see. It does seem like the whole thing is engineered for a sequel. Though I do think a clever lack of information is crucial in so many good scifis, it definitely isn't always good. The TV show Lost, for example. Fuck Lost. Fuck that goddamn fucking show in its ambiguous go-nowhere premise ass. Another…