Motion Blur makes movies presentation, not games. http://blog.unionfilms.org/2012/12/23/the-hobbit-an-unexpected-journey-a-technical-review/ For those who don't want to click the link, it's talk about the Hobbit the issue of progressive frames vs. old school 24 with and without motion blur, here is the image: I think the…
the part about specialising is more in reference to my demo reel which is in progress, what's on my website are assignments that i posted thanks for the tip about posting count and texture size, though unfortunately until recently i hadnt realised that video game textures needed to be 512 or 1024 so the ones for my…
Okay, here's my final image. Final polycount is just over 19k tris, with two 2k maps, one for the body and one for the staff. There is also a 512x512 map for the cards. I've been really impressed with all of the work that people have done, and how fast they did it. Keep up all the good work people!
Hi Teessider! Your floor tiles: There's a lot of medium sized frequency shapes on them, giving them a pretty flat and dull look. While this can work out fine, consider that the Weasleys have a very assymetrical house full of uncanny curvature and architectural irregularities (get some of that into your walls too!) Maybe…
Update time. Got everything on the 512 which I am quite happy about. Floor and wall isn't mine. I want to put this on my portfolio but not quite sure how to display it properly either. Also The transparency (as an alpha in the tga) doesn't seem to work in the maya viewport...
I'd use a seperate texture for you emissive instead of using an alpha channel. DXT5's are more expensive, and generally speaking you can get more use out of making a mask texture (putting your grayscale masks/alphas into the RGB channels and using them individually) or a straight up emissive texture for you material as a…
Hmm I guess I shouldn't use a normal map then :( It didn't really work well in the source engine anyway. Maybe I'll make some geometry for the screws, I've still got enough space in my UV map Still need to add a bit of "detail" to the textures. I wanted to add the engravings, but I'm not really sure how to approach that.…
here goes: i like the fantasy cave overall but there's a few things letting it down - firstly your particles for the waterfall are all the same rotation and the repitition is very obvious - try giving them a random rotation and maybe more randomness in the alpha value too so there's some variation in the intensity. The god…
felipefrango - You can change your light shadow rendering method - it's default is set to a 512 shadow map. Under your light general parameters there's a shadows section, just hit the drop down and you can select the ray traced shadows as ZacD pointed out or increase your shadow map size in the "Shadow Map Params" tab. I…
The CPU isn't the main problem with that build, the lack of VRAM is. 512MB is below minimum spec for both Substance Designer and Painter, you probably wont be able to use them without serious performance issues. I used a GPU with that much VRAM up until about 2011, and even back then I had to write some scripts just to…