thanks for the feedback guys!! and woah.. ghibli.. what an honor =) aesir - about the details on the normal map. my intention was for him to be "blobby" like, and not have any defined muscles or anything like that. if you check some frog close-ups you'll see what I mean. but thanks anyway, glad you like it! well, some…
Thanks, BeatKitano. I´m glad I can have those sepparately just in case something was messed up in 3.5 for me. Schultzie - Good to hear. I hope it will run a bit smoother also for me. I have only 1gb+512mb ram, so I could use a little more performance.
Testing the low poly I never baked a high poly model onto a low poly, the tri count is less than 600 with a 512 spec and normal make, so I have a lot to play with.
Thanks Konrad. Yeah that is exactly what I'm talking about. Its for a test so I assume when they say everything they meant spec/norm/diffuse etc. I've seen the diagonal cuts too, I considered it just so I could keep the sizes of the textures larger since there are about 5 512x512 textures that I need to show off each with…
wow threads get bumped a lot quicker now these days it seems,,....I was/am without internets for a bit Just wanted to give an update on the where Im at... I added some height fog at the bottom which I think in the end will look pretty neat...I'll probably use an actual cloud/fog texture to do it. Also added some post…
I'd seriously consider redoing your layout. Straighten all the islands, detach all the edges that fall along smoothing group borders and then pack them again. your loosing what must be 40-50% of your texture space to bad layout. 512 or 1024 should be enough for this. So far as the rock goes I think your putting far too…
Bungie? Which means its next gen, which doesn't matter, power of 2 has been the standard for years now. Ask them before you do any serious work if that means a 512x512 and a 256x256, or if they really mean a 768x768. I find that a bit silly to require that res, and its probably why the art in the Halo games is never up to…
no texture limits have been posted. i would say it doesn't matter as long as it's within reason. for the lowpoly they suggest staying around 2000 polies for WoW style characters so i would suggest keeping the texture 512 or 1024. if you're going normal mapped why not enter the Cinematic with no limits on polies?
As you most likely know, spherical harmonics is a way of describing the diffuse lighting of an envioronment (as seen from a point in space, as always) by wrapping it around a sphere and deriving a cooefficiant matrix (per colour component) from the variation in lighting (as a frequency, not colour) around that sphere.…
This is being done in Max. Here's what they said about it: "The diffuse texture for a raceday object should be contained on a single 1024x1024 sheet. Create an Ambient Occlusion map sized 512x512 for the LOD00 model and apply it to all three LODs of the model using a shell material" Is a shell material a shader?