The UV's on the high don't matter. You will be projecting the surface of the high poly onto the low poly. It will be looking at whatever is on the surface of the model it won't be looking at the UV's. The only thing that matters is the UV layout of the low poly. Typically you don't want to get into materials and baking…
The shadows are shite cause its a screengrab from the 3dsmax vieport.. I´ll take a look into that. However, the ejetion port and barrel are the parts, that take the most beating and therefore have the most used surfaces. Also, surfaces like the slide are phosphated. This coating wears of rather fast compared to eloxated…
All those methods are valid. Just depends what's gonna be faster with the particular object you're dealing with. For example, I find it faster to sketch organic forms out in Zbrush before I try to do a cleaner, subdivideable model once I nail my silhouette. I find it easier to block/boolean model hard surface items in Modo…
Convert surface normal to screen-space (you always want the sphere map to be mapped in screen-space). Use this normal as UV coordinate to sample from texture. The ss. normal will probably be in -1 to 1 range, while UV's are in 0-1 range. Plus, the normals need to start sampling from the center of the texture. So, divide…
Sinking: i just made a normal trim-texture where I painted skewwed pixel art basically, then I just mapped that onto the round surfaces : ) Added some more proper pathways, still very basic shading, need to add some vertexpainting to the shader soon so I can start to give some more life to the surfaces : ) Also redesigned…
did a little messing about with blender 2.61 and it;s new waves and dynamic paint, and think it might be possible to do things like valve did in houdini with blender and running simulations and baking the results to a normal map. was able to make a sphere with a outward force on the surface it was placed ontop, that…
Should be able to dodot(lightDir,s.Normal)*0.5+0.5 I recommend you just jump straight in to writing the surface shaders in code, you seen to understand enough about shaders in general to do so. By default it's all just straight up CG code (which is close enough to HLSL that they're interchangeable 99% of the time). Just…
nfrrtycmplx 2010 most of the scifi artists and many magazines had agree all with out any exi that district 9 had the most intersted designs all over the time and after this u come and say this sorry man i gotta say i'm not with you u wrong this designs has new generation of design and hard surfaces i mean the challenge of…
Ah ekranoplans are awesome. They were referred to as caspian sea monsters, by the enemy forces as when they men were on boats they just saw these behemoth ships flying above the surface at 200 mph.. I think that would be enough to scare the crap out of anyone. (the reason why they fly above the surface like that is because…
You have some issues in your normal maps. There are a lot of gradients in them, which is caused by the low poly shading being taken into account during baking. Your normal maps should have a constant colour of '128, 128, 255', for the most part, with normal mapped details being alternate colours to depict changes in the…