Cheers for the reply CW! The DX shader is just a realtime shader, Xoliuls in this case but I don't think it's related to the shader since as you noted, the problem is evident with the standard Max shader too. The problem is those super harsh shadows, almost like I've set viewport lighting on with hardware shading and aimed…
Dont use booleans at an object. It cuts out bad shapes in most cases. I think you can turn it into a editable patch, then back to poly and clean up the vertices. This will solve your shading error. Or just do it again. I think it will cost you the same time. :) I think the terrain looks a bit blotchy with to much mixed up…
I put in some MB time, and I have to say Its pretty damn sweet no doubt about it. I hope they could actually compete with Zbrush because, as we all know, Competition brings out the best shit.. After checking out the New Zbrush videos though, I don't know.. Looks pretty damn sweet to me. I'm Just glad they're implimeting…
I would suggest : >Keep your lowpoly intact and full, with middle verts properly welded >Unwrap as needed (UV splits shouldn't but who knows...), split the UVs down the center of the face, and move the unused part away to the right. (1 unit offset) >since the lowpoly is full, the vertex normals of the center line will…
Lighting in games has always sucked and continues to suck. Its the advancement in shaders and post FX that have really given games their boost and allowed artists to relax a little. Sadly both of those things are also lacking on the ultra low end hardware... Depending on the game and the assets you could probably…
Also, for those using regular consumer audiocards (even those integrated on your motherboard), use http://www.asio4all.com/ to combat the latency/lag Steviant mentioned. Asio is a standard driver that comes with professional soundcards that is aimed at realtime audio, and asio4all provides such a driver in a more generic…
I may be completely off-kilter here but do you mean to be using worldspace normal maps? Most engines use tangent-space maps to perform realtime per-pixel normal lighting. Your specular map is also very uniformly bright white, causing your model to be completely spec'd out in areas. It's like he's standing next to an atom…
Ok, I think I see the issue. In the "baked" version, your AO is getting multiplied over top of everything. "baked" = (sunlight + flat ambient) * AO "shader" = sunlight + occluded ambient I don't know if we can just do the "shader" version in realtime (I'm not that smart), so what I'm suggesting is more of: instead of:…
What modern engine can't put only 2 characters in a very small controlled environment and make them look absolutely amazing in realtime. Its a very different story when it comes to making a whole game. Im sure you could make something look similar with the HL2 engine, if you could spend a whole levels texture and poly…
Are your triangles exactly the same? If you didn't export your model with baked triangles before texturing, you WILL have triangulation errors. Remember that quads are extremely prone to creating non Euclidian surfaces (they almost always do) and need to be resolved before attempting to render in any realtime application.…