Im intriqued on how they made mentalray take 28 minutes to render that shot, thats just silly. They seem to have focused on MR weak points (DOF) GPU accelerated Rasterizer Vs. Mentalrays + super expensive DOF. Its awesome but the comparison is pretty faulty
I think that's handpainted. Usually, no normal map. Mostly just AO and colors. https://www.artstation.com/artist/ybourykina Look her up. More breakdowns here. http://zbrushtuts.com/2016/07/28/top-10-3d-art-and-breakdowns-by-yekaterina-bourykina/
I pretty much use the method Vlad details, super easy and gives amazing results for how little you really need to do. This is a great place to start, then refine your process from there http://www.workshophatemachine.com/2013/03/28/promo-images/
Wow.. I think your beating cheapy here.. I can say I was doing pretty good with a 56k modem when I played online. 28 though.. jeez. Like someone says cant you at least get a a v2 56k?
Some people already have a 1 year head start on this ( http://www.realtimecg.com/template.php?n=list&id=28 ). I'd like to see some follow-ups and hopefully a few new entries that never made it in time for the deadline. (Prototyp3s Zerg especially)
Dragon? No. Spammer? Yes. Edit in response to below; http://www.lockergnome.com/bradleybradwell/2008/03/28/tips-on-building-an-online-community-how-to-attract-a-community/ Edit #2; damn your ninja edit adam, shoulda kept the "I am a dragon!" bit :(
Is it possible to take the mesh on the right and transfer it to the mesh on the left as a shape key? Whenever I try to do so with this method below it fails. Giving me the error "skipping the mesh, vertex count differs" https://www.youtube.com/watch?v=B7PNbMASU9o&t=28s&ab_channel=HarqoGames
Hey everyone, dug up my 1911 blockout last week and finally finished the hi-poly for it, Low poly and texture are coming soon. This project was actually inspired by the folks whos working on "Escape from Tarkov" but with a vintage ww1 style A 28 rounds snail drum + suppressor because why not?
normal maps do not contain height data, they contain "change of angle" data. This is why you need to have beveled edges to show. You would probably benefit from poking through the wiki here: http://wiki.polycount.com/NormalMap?highlight=%28\bCategoryTexturing\b%29
Being 28 myself, I know it's difficult not to but don't see being 24 or anything as an obstacle. That has a good chance of resulting in a self-fulfilling prophecy(speaking from experience). It's much more difficult to improve when something that you can't change is driving you nuts.