So, off the bat I was going to do PNG, JPEG (quality 12, progressive 3 scan) TGA (detect if it has 3 channels or 4 channels + to decide if it should be saved as 24/32bit) (also could put in a 24 and a 32 button if people want more control) What other ones would people find possibly useful?
Hi BitBarrel, There is quite a bit of information if you dig into the Siggraph 2016 papers :) Deferred Lighting in Uncharted 4 - slides 32-42 Practical Real-Time Strategies for Accurate Indirect Occlusion - pages 112-161 Currently people are writing their own shaders for internal use and there is no reason why such a…
We're getting to a point where polish is just needed for exterior zones. One Character Modeler, a few level designers that can model See our latest blog post for more information, we are looking for a few more talented artists to help us reach our goals https://www.indiedb.com/games/cepheu...-dev-update-32
Thanks for the replies. The lightmap size is the default at 32. I tried turning off the "Post process previs" button, but it made no difference, so I tried disabling AO in the world properties, but that didn't do anything either. I saw you could disable AO in the lightmass section of world properties too, but it didn't…
Hi guys, nice discussion here. I am presently using Amd firepro v4900 1gb DDR5 vram with i7 4th gen and 32 GB DDR3 memory.Now smart material is very slow and sometime it crashes too. If I upgrade/ downgrade to Nvidia Geforce GT 730 4GB ddr3 VRAM will that put a substantial difference in performance?
Kick up your ram to at least 16gb, I am now running 20 (with immediate plans to expand to 32) and found that it helped immensely with Zbrush. Max can build up to about 400k tris with that, but it will be sluggish and you'll be using the layer manager alot, before committing to a bake. However, xnormal can handle the counts…
The props are very short. The table should be ~32" high, the bar should be ~42", and the stools somewhere around 26". The tiles don't really work for the environment. The floor was usually a cheap wood (e.g. pine); if it was tile, then it was probably brown clay. It really isn't worth the effort to model the tiles; just…
Did you change the pads to metal? also looking great man, got wires? :D Progress: redid everything so instead of the walls being 64x4 on a side then scaled to 50% their now 32 on a side, basically just to get all the math out right, this is what it looks like, also I started useing dropbox :D
Okay so it's not even combining them in Photoshop, merely opening and saving again seem to make them have this result. Unless I'm using the original baked images I'm having trouble. I have no idea what is happening when I'm saving out of Photoshop. I've tried both TGA (at 16, 24 and 32) and JPEG now...
Hey everyone, I've got a bit of an update again, most notably made some lighting changes and added some emissive to accent the scene and hopefully add some visual interest. Also finally added normal and detail normal maps to all the structural assets. and fully normal mapped the tiled floor down to a 32 tri simplified mesh.