mostly working for "simple" details, you can convert bumpmaps (heightmaps) to normalmaps. many renderers also let you render a "scene" to normalmap, that way you could "model" some sort of detail and render it to a normalmap... easiest I guess would be painting heightmaps...…
Do you have "DX Display of Standard Material" checked, and the pink/white chequered cube icon in the material editor activated? If you do and it's still not showing, what kind of graphics card do you have? Does it have the latest drivers? Weird that it wouldn't show up in the render, since it seems to be working on the…
Hello everyone I just wanted to share my latest artwork! My re-disgn of pyramid head. It was a really fun project. Made him originally for 3D Printing. More renders on my artsation here. Thanks for looking!
well if its an rts I assume the units are rather small ? think of average pixel area your unit will take on the screen and what your "targeted" screenres is (like 1200x1k..) it makes no sense that your textures are much bigger than the number of pixels they normally use on the screen. and about graphics, I wouldnt worry so…
Thank you guys for the kind words! <3 And no worry Dabou, I should've shown in the previous comments what concept I was following so no confusions would happen. I slowed down in the end of the year but got back into studying and practicing earlier this yes. I remade yet again my skull study and went a bit further by…
HI, and welcome to Polycount! Early 3d games were made to run on very limited hardware, which could not render complex 3d shapes. The hardware could only render very few points at a time. So the models had to be very blocky. Blockout means using simplified shapes when designing a 3d model, or designing a game level. This…
For what its worth all these hoops are getting designed out (already have - as zorro said with the new package system, as well as the new unified post stack etc). There's nothing in this video that you wont be able to do, from the awesome foliage lighting via a special feature in the PLM to the over the top chromatic…
@passerby Thanks a lot,..I increased the scale of both the low and high poly mesh to like 100 in xnormal and the error window did not come up.Rendered out my normal and ao maps. @EarthQuake No worries.The renderers work well with the maps now.I just had to reverse the normals on the model.Mental ray does seem to be…
I'm sorry but I can't get sleep over this. I feel like something needs to be said about this. I feel like I've been intentionally lead to feel like I have no idea about anything. Just because this forum is focused on real time, doesn't mean we can spread misinformation about offline rendering. Just as how if I went to a…