Great face, but I feel like there's a lot wrong with the hair. What kind of material setup are you using? All of Epic's games (cough, the canceled Paragon) use a setup where every other hair pixel is switched off every other frame. When combined with temporal AA this gives a slightly fuzzy, but otherwise much more…
Thanks, I have it all as one object. so that's a bad idea and I should keep them as separate pieces? Is the bake distance the Max Frontal and Rear Distance? If so how do I know what to set that to? What's wrong with small UVs? I want to keep the correct pixel density. Wouldnt making the rings and squares straight make…
Watch the fine details a bit here dude, you'll need a pretty high res texture to capture them as they are, might need to punch out the forms a little better. If you're not going to bake this down, just something to keep in mind for future stuff, dont zoom in soooo much and do these super small details, if they'll only…
really ? in my experience retopology of a highpoly to create a 35K lowpoly model takes considerably more time than retopology to create a 1k model. the different could be anywhere between 4-8 hours to a day or two. also, texturing something at 4k takes lot more time than something at 1k given that you maintain the quality…
Depending on the situation what you probably want to do is multiply the AO as a layer in photoshop over your diffuse and possibly specular map as well. In some cases however the AO needs to be a separate map, for example when you've done a lot of tiling and stacking with the diffuse and spec maps to keep the texture's…
Mischief is cool, but using it on the 2nd monitor with a Cintiq seemed broken. The line would draw 15-20 pixels away from the pen tip at times, and others be pretty accurate. Was also having issues with it drawing diagonal lines with strokes, seemed like some odd driver issues and or 2nd monitor issues. seems neat, just…
Hey guys, I'm sure that there must at least be tutorials on low poly texturing in Photoshop somewhere? My textures look kinda poor quality in that the detail is being softend even on a 512x512 texture and the edge look dirty, pixelated and glitchy as if not filled in properly. Any help with this would be cool, even if it's…
Yeah looked fun enough to play. Certainly waaaaayyy more of an actual single player game in there than Doom3 or Quake3! Anything that's a throwback to Q2 is good by me. And er, peanut, I'd take a closer look at the vid If I were you. It's the Doom3 engine It's very much knee deep in stencil buffered shadows, per pixel…
You need to dilate your texture edges and leave enough space between uv islands. In addition to that, never have just black or white between your texture islands, use a colour that's close to the texture itself. At least, I suspect that's what's happening here. Lower level mipmaps taking pixels from outside of your uv…
Won't work. RTT renders from the POV of the UV itself, so if you have overlaps in the UV, one chunk will be rendered after the other, completely overwriting the previous pixels. Instead you might try a script/plugin that unwraps your mesh, converting it from UV space to model space. Then you can render that mesh using the…