there is an easy way, only problem is that it costs 3,400 http://www.webtech.co.jp/eng/istudio/index.html example of it in action http://www.webtech.co.jp/eng/istudio/ps2/f_ps2.html
Yeah this seems like the solution. I took a closer look at Final Fantasy IV and noticed they used gradient decals for bright areas, as the one in the example image.
Is there a option in max like there is in maya where overlapped UVs in the UV editor are a different color. example red = 100% unique UV space ||| purple = overlapped UVS
I personally think Bodyrott's demo reel is a very good example of a model/texture showreel. http://www.tylersart.com/gallery.html You can find it there... worth a watch.
Get a GP32, it is still better that the PSP and the DS, even though it is a few years old already... for example it just got a full speed Genesis/Megadrive emulator
Just be careful of using floaters - they produce incorrect heights, as you can see on [hp]'s example. They will swim around the surface is used in a parallax map directly.
this was just an example for a game that runs everywhere^^ dont worry about sizes and stuff, this comes when you choose an engine to show it in^^ this phase of the progress is called "optimisation"
Hi! Hard edges, soft edges? Best read up here: Making sense of hard edges, uvs, normal maps and vertex counts Wiki contains more info generally. Smooth shading works as well, but because of the gradients in shading the normal map has to compensate more (gradients in the normal map). If the lowpoly is smooth shaded and is…