indeed 4096x seems a bit extreme.. could probably achieve the same effect with a smaller texture combined with a detail map or some blend shading.. depending on what your engine supports.
The renders are very dark and the tank blends in with the back ground to much its hard to make out the details with the lighting like it is. Its a very nice model though the attention to detail is great.
also Polycount! If a game shows some new technique, people figure it out. I've never played the Uncharted games but I know how to replicate their material blending thanks to Polycount.
i was just recovered from a minor brain bleeding and today i tried out the updated sculptris... after not sculpting half a year it was very fun , reccomend to try it out too.
Try instead to start with a tile generator/sampler that produces stretched paraboloid/gaussian images with the blending mode set to max. You can then warp this and produce solid outlines to work from:
Have you tried to adjust your final gather settings? To get better light distribution and shadows you need more rays and a better blending between the final gather points.
Not too big, and not too close to camera. So texture could be 1024. Yeah, it makes sense to blend a little bit and add some small details like scratch and damaged parts.
I tried to skin wrap a piece of geometry, the geometry is moving with the facial expressions/blends but when I am parent constraining the moustache with that geometry, the moustache is not moving with the expression ! any thought ?
It looks like pixel bleeding. It's a natural thing for the settings when baking AO, normals, ect. It essentially is what helps seamless edging on your models. That way the seams will not show up.
Hey guys thanks for the crits! Ill fix the headlights so it doesn't blend into the car material so much! Ill be starting the mother ship after i fix that issue thanks :)