Well there's a difference between meshes that need to be built for vertex lighting and water tight meshes. The games that require actual water tight meshes are a nightmare. The games that use vertex lighting aren't so difficult to work with unless they never tell you how to deal with vertex lighting. I would never want to…
World aligned textures and DTAA have always been well known. What you have currently done is applying a material to ground and applying the same material to a plane. Of course you'd not have any seams on the materials if the mesh is mostly a flat surface pointing upwards going through the landscape surface like that. The…
Ok, this is getting serious, time to prepare things to go ZBrush! I will work on flat surfaces, ideally if you cut the column in half and open it, that would be the mesh I will use. This will help me a lot with sculpting and normal map bakes and it will also give me a texture that can be applied to any flat, concave and…
Ive spent alot of time reverse engineering outdoor lighting from films and photos heres some tips- your main light should not be the colour of the light you are trying to acheive, the ambient and the main light should add up to the colour you want to acheive. if you make it the colour of the source your ambient light will…
Your rock textures are to noisy and are to undefined.. You need to get the characteristics right for these rocks. Your horizontal lines are there but they need more, take a look at what the real life formations look like on the surface. "RockFormationsBig0072" on cgtextures is a great example. Your color is off as well,…
Stunning work Malcolm. Max Payne eat your heart out! It also seems pretty clear that youre using a GI solution for your lighting set to a low-ish sampling rate? Is this enviro supposed to represent a realtime scene, or pre-rendered? The low polycount and texture resolution indicates realtime but the lighting solution,…
man'o'mule: The fresnel term is really a 0-1 range based on the camera to surface normal dot product I think the math goes: (((LookDirection dot Surface normal ) *-1) +1) ^FresnelStrength Which, if applied to specularity or diffuse, makes pixels brighter the closer they are to being perpendicular to the camera's look…
This is what I tell someone. "I blocked out a the model with cubes and cylinders. I then modeled a sub-div version. (sub-div basically means it still retains it shape when you add divisions, and its essential to control the divisions by having a strong understanding of edge flow and topology) Sculpted that in zbrush. (A…
Max's Diffusion slot in the raytrace material merely darkens the map in Max's Diffuse slot. Here's what the help file says (yeah, not much). I'd love to see what other apps say in their help files. [ QUOTE ] Diffusion Mapping The Diffusion map component lets you apply an additional, second texture to modify the Diffuse…
@firebert: Your right, I could do this in 3ds max, especially concerning precision with placing the bolts on the girder, I wish Zbrush had some kind of co-ordinate/snap system like max but I guess it's difficult because it's a pixol/2.5D/high poly digital sculpting program - someone may be able to correct me on that. I…