wawawawwait what DireWolf and PhattyEwok said will surely get you to a result similar to picture 2 und 3 but picture 1 is a completeley different thing. while the later too actually use some form of global illumination the first one only fakes it. image 1 is an ambient occlusion render (just google for it there are…
Couldnt agree more You did an awesome job on these portraits Chris, they really showcase the amount of work the team put into the characters. Definitely a group effort. Side note, gotta make another quick correction to the credits as Pete Hayes created the gears 1 and 2 carmine and the bodies for Gears 1 Baird, Cole, and…
Went a little bit further with woods and made 2 more variations for the one I already have: 1 more floor texture and 1 wall texture. Next on the list is quickmapping the proxy I already have and taking a look at these textures in UE4, check detail scale, dirt and damage and if necessary, tweak them until it looks good.
I am new to xnormal. I just use 3ds max RTT. Also, that line in the slide (see my post 2 posts ago) is fairly prominent in the normal map, I'm confused as to what this is because the whole slide is on 1 smoothing group and 1 uv island, so why am I getting a smoothing error???
I mean in the case you already read page 1 for example, and don't want to open the topic on page 2 first, but go to page 1 to re-read it for example. That happens quite often for me. In the previous layout I could do that by choosing either the "new" link or the thread name. Now I don't have the choice anymore.
I would go with 1 and maybe add a little more of the blue green coloration so it ends up somewhere between 1 and 2. Its really looking great, but that yellow tag on the dumpster needs to be toned down a lil more and maybe grunged up a bit like some of the paint has worn off. Keep it up dude.
Well, there are easily over 1000 polygons in the hands. You may not think so, but I was looking at my poly counts today and had 800ish with less detail. Thats almost 1/5 of the models poly budget in 1/50 of the volume - areas that arent that noticible in game. There are more polygons in the hands than in an entire quake 2…
Here's my suggestion. (I haven't tried this, but it oughtta work...) 1. Transform PerPixelNormal into the same space as your tangent vectors. (if they aren't in the same space already) 2. Define PerPixelTangent as the cross product of Bitangent and PerPixelNormal. 3. Normalize PerPixelTangent. 4. If the dot product of…
1.) rotate the view so that you can see the front better 2.) right click in that viewport and click "quickslice", you will see a dashed line where you can define your cut - make it at the 1st 1/4 of the model and rightlick to apply that should add a splitloop (easier though with polyboost, max2010 or some custom script)
Hihi! I was trying to get information about a decent digital tablet because I want to add support for it in xNormal and also for a 3D engine and sculpting tool. Basically I need these characteristics: 1. 512 or more pressure levels. To control better the weight of the scultping/height, etc... That's fundamental. 2. Pen…