Just like you would for any other normal map bake. I don't understand how this is really that different? Are you concerned about the stitching detail not being readable after baking? A non-hero asset like this would get a 512x512 map of its own, tops. So then you would want to mirror and overlap UVs significantly to…
All the texture sheets are 2048x2048 except for the hair which is 512x512 The shaders are quite simple most materials are made from just plugged in the textures to the correct nodes, the SSS map was a little tricky to get working well with the rest of the material and was blurring the facial hair, the texture was blurred…
The stand alone would use the GPU. The GPU acceleration isn't supported in Unity free as I'm using render textures which aren't supported there. For real time do you mean the dynamic updating? That will only be supported in the Unity plugin version, and really only works when GPU acceleration is enabled (ie. only with…
Yea it's kind of tricky and you have to play with it, I find that cutting under the chin like you said will help the face from bunching up, but then weld it back together. Sometimes a selection of verts will sometimes relax better than an entire shell. It also helps to turn on soft selection, grab a few verts like around…
Have you created your texture in 512x512 or in a higher resolution? If you work in a higher resolution and then downsize it you will get some anti aliasing. If its on a seperate layer you could simply try to blur it ;D
Below is a high-low poly comparison, the low poly is in blue. I have managed to get the low poly down to under 35k, this includes the box, tripod belt and gun. The gun itself is down to 14k which is close to my 10K target, after baking and texturing I will see if there are area I can shave off some extra tris I will remove…
Hu, here a preview of the finished version - at least for now finished, as I have the deadline tomorrow, but I might review some parts again... Its just a quick rendering with Marmoset, while I am finishing Poses and the video for tomorrow... it will be a long night as were the last few weeks... Thanks for your advices…
Tile your textures :) They don't look 2k, and bear in mind that in a lot of real world cases you'll be working with a maximum of 2k - with 512x512 being much more common (high tiling with breakup via vert blend or decals) - easy to forget in portfolio land but 8k most definitely is going to you detriment at this point -…
i got it on PC... i think it unlocks this friday. Can't wait to play this! Just saw this: http://www.pcgamer.com/2012/05/28/max-payne-3-system-requirements-updated-new-pc-screenshots-released/ LOWEST TESTED SPECS* Windows 7/Vista/XP PC (32 or 64 bit) * Intel Dual Core 2.4 GHZ or AMD Dual Core 2.6 GHZ, or better * 2GB…