Here's a bit of a rant on it: Ideally you'd use the depth buffer with floating point precision per object -- then you have a range from paper thin (0) which would be full transmission minus surface density, to a user controlled cutoff value (your "roof" value where the object is too thick to let any light penetration…
Soul.. that post wasnt a response to anything you've put up about the game, positive or negative, I'm truly enjoying playing, and the replay value of the tracks / vehicles has just in general been a lot more pleasant than my experiences in the past with the GT series. As a side note, I must say playing with the controller…
On mechanical like stuff, the only solution I have found is to break the smoothing groups where you have a UV seam, because you will have a seam there anyway. A lot of times I will chamfer the low (if its in your budget) and you wont notice this problem as much. On large flat surfaces is usually when you see the incorrect…
Man, how the hell did I fall for this thread again? I must have a thing for massive Harry dongs. Who the hell is Harry anyway? As for the boat, the initial texture isn't saying much (Geometry looks fine, albeit a bit linear) but the more stylized style you're going with in the second pic I think would work much better for…
@Frell: After pairing the two images side by side, it became pretty obvious a lot of my scaling was off. I'm currently enlarging the grates, raising the roof, and re-doing the rock wall. @Tharle: I made a regular cylinder in Max, shaped it up, and brought it into Zbrush where I painted each rock with Clay Tubes. I then…
One thing I like to do when starting my lighting passes, is render out a tiny thumbnail, its the same as stepping back or squinting at your art to see what the major color blocks and shapes are doing. Suddenly that stack of barrels is a big block of color doing something much more than the single pieces could do on their…
Radiant has been around for a long time, so you can find a whole lot of Radiant tuts on earlier CoD game forums. As far as the rest of it, yeah the documentation is really slim. The map is taking me alot longer than I would like because I have to learn alot of undocumented processes. Lighting and FX placement are…
Most of the textures are a bit too saturated as well as the scale issue Daz mentioned. That red awning and barrel things would glow when it's on a tv screen. You really need to watch the saturation of colors, especially red. The idea is pretty cool though. Although maybe 4 buildings is a bit much. I'd personally rather see…
A detour or not, depending on how you look at it. I was trying to understand eye refraction. After finding some examples, attempted to recreate the effect... and it sort of looked correct. There was just that one issue I spent a good deal of forever chasing down. The whole thing distorts depending on whether you look along…
Loving this! You might want to revise the wood floor texture, I think it's too high in contrast which pulls visual attention away from the items in the room. Reducing the size of the gaps would help. This is a great dissection on how to make a realtime environment more "readable" by…