If you have Mudbox, create your Lowpoly "cave" in 3Ds Max + make a quick unwrap. Save as FBX or OBJ (obj will lose all smoothing groups) and import into Mudbox. Select the projection brush and a - prefarably - tiling rock texture from your library and simply paint it on! If you need just a bit of bump you can convert the…
Maybe it's just me, but this confused me... "I designed and produced Claire for Kiiro Blade. She weighed in at 18,000 Polygons and 3x 2048 Maps (Diffuse, Specular and Bump)" Usually people put how many tris they used rather than polygons (a polygon is a shape with any # of sides). Also, something about saying "3x 2048…
Ok, 29th times the charm? not really. specular indirect is a tiny bit better, but i think im going to need to crank up the samples even more For this one i dropped the diffuse a little bit and raised the specular samples and the ray depth, I also upped the low light threshold by 5 times the diffuse looks ok despite…
Hey Thank you very much :) My process was to sculpt / design the visual upgrade. I wanted to incorporate a lot shadow islesy feelings to her so I referenced thresh / hecarim and came up with a design in zbrush that I liked. I uploaded the highpoly screenshot so you can see it. From there I retopped it and baked Ao maps. I…
Normal maps first, than AO and diffuse. Your normal mapped model will give you a guide as to where to paint your detail. If you have exrta ridges or cracks or something in your normal map, than you will want to paint your details based on those. Typically the very LAST thing I do is paint the diffuse map... The dirt and…
Yeah, Reality Capture is great. Alec, I've been using Handplane Baker for a quick de-lighting pass on some test scanned assets. I load the exported obj from Reality Capture into both the high and low poly slots in HP, bake object space normals and AO, and then run a photoshop action on the texture. The AO gets inverted and…
Agreed. But to clarify a couple of things: Modular simply means that you can assemble a bigger object from smaller, often repeating or exchangeable meshes. Your road bits are still modular, and you wouldn't tile the texure, but repeat/switch your meshes. If you want a basic setup for a freely tiling texture (so not in…
My apologies for the massive, massive delay between posts, but it should hopefully be worth it as Ive worked on this project solid as crunch time approached for the end of uni. So a completed the low poly mesh was completed within 3DS Max. The mesh has 4 material IDs that correspond to head, body, hair and outline. The…
Hello fellow polycounters, been a while since I've posted anything here. I spend my free time working on my own game using UDK (usually lurk the UDK forums), and now I've started working on what will eventually replace the main character in a future iteration (aimed towards UE4, which I'm assuming should replace UE3-UDK…
Hello polycount! This is my first time posting here, and I am excited to finally be joining the community. This is the first piece of art I have worked on in a few months, and I look forward to hearing what you all think. I chose the following Axe design from: http://www.warhammeronline.com/conceptart/index.php My aim for…