@slosh I am not an maya expert, but using directional light, or point light placed high above model should work for this. If not you can bake object space normal map and one of the channels will be representation of top-down lightning (don't remember which R, B or G ^^').
I was curious as to why you were listing time spent on each asset. A) Just seems like unnecessary info. B) The time spent seems awfully short for each asset. I would imagine a portfolio piece would take way more than 5 hours.
Aha, so via the Paint Vertex Color Tool, we can apply a texture map as vertex colors, which can then be queried with "polyColorPerVertex -q -r -g -b", and written as normals via "polyNormalPerVertex -xyz". I'll try to write a script to write the colors to normals in the morning.
Hehe, the best part about this: A. Ninja's actually does make DRM free games. B. I've seen his massive pile of legitimate content creation software that he actually paid for. I hope you guys see the irony in going after him for being a "hypocrite".
just wanted to try out your latest verssion and it gives me the following: EventType : clr20r3 P1 : wpfapplication1.exe P2 : 1.0.0.0 P3 : 4d8253fc P4 : presentationcore P5 : 3.0.0.0 P6 : 488f03e4 P7 : 42e P8 : b P9 : system.io.fileformatexception and closes... (its a winxp x64)
That armor looks pretty impossible to be *in game* used. it's a grand design, but that's gotta hit at least a million or so if at the least 700,000 polys. its bump mapping is what tricks the eye into thinking its high def that way you can make low poly model look b@a.
My main job is that i run a network security company, I do 3d/art for fun and fun projects on the side. I don't think I could do it as a job a) because im no where good enough and b) I'd end up hating it i think.
they should have made World War B. instead of zombies, it's bunnies. theres this Japanese island that used to be a chemical warfare lab, and now its overrun with bunnies, they could mutate, become super aggressive and go all CG on us. bunnies would look better as a particle effect
Looks good! Not sure how close you want to be able to get the the board, but could probably cut back a bit by getting rid of the screws and the lights and adding that detail in the maps instead. Not sure if that's something you care about so much for this. But looks pretty sweet otherwise. B)
Yep, what app? What does your cage look like if you're using one? Try turning down the ray projection distance if you're not using a cage. Also... it never hurts to check the wiki... http://wiki.polycount.com/NormalMap?highlight=%28\bCategoryTexturing\b%29#Solving_Wavy_Lines