throwing CPU/GPU power at stuff always is the fix at the begining of generations. then studios figure ways of streamlining their use (which normally entails aloft more work (code and art) this leads to that power being used for more important affects and thats when you'lll start to see some really cool shit... but then you…
No, the .fbx file name doesn't matter. It's the names of the meshes saved within the file. So for instance if you had a gun made 3 parts: body/handle/trigger, it would be like this: These 3 meshes would be exported in an .fbx file, together as a selection, and might be named gun_game_res.fbx body_low handle_low trigger_low…
Thanks man, kind words - in the waywo too =) Regarding 3d - I used it in the concept art phase for blocking out the village. I then painted over it. The village overview has a simple blockbase and then painted on top of it same with the flying island illustration. No other image had any 3d as a foundation. I just needed…
Ah. I see what happened. When my brain clicked back online it assumed "object" space was relative to the object without realizing that it referred specifically to the object's center. In that sense it acts just like world space. I'm just as bad at getting the "source" and "target" mesh terms right and prefer using "low"…
Thanks for looking things over, TheBlueTurtle. I'm still not too confident in my texturing and lighting, and I think a lot of what you mentions is on target. I originally tried to show the difference of material through a detail normal map, but I can definitely see where it's looking a little bit flat (I might try…
To do that in Softimage you can use Ultimapper, the same thing used to create normal maps from highpoly meshes (select the low poly and choose Get>Property>Ultimapper. There you can select the hi-res target and the maps you wish to bake, Ambient Occlusion is on the list of maps you can chose). You can change the settings…
Here's a quick color block-in with two slightly different variations. I'm leaning towards the bottom one right now, at least until I start texturing for real. I'm strongly leaning towards green shades for this skin, and keeping the colors in a restricted palette to keep it in line with the target rarity. Green is also…
Yep. But for the most part people stick to biped and CAT that have them built in, still good info to know. You can even go stretchy limbs if you really want to go nuts. The way biped handles IK is different than standard IK. It's all handled on a single set of bones there aren't multiple rigs with blending and snapping.…
I'm trying to make more than a simple model viewer :) The app is free to try out and you can definitely make sure your models look good without paying anything, and right now it's only $2.99 to unlock the full version forever. Around $10 is my target price once it's feature complete -- this is a niche app with a small…
I strongly doubt anyone is using 16bit for base colour in games due to the vram cost. 16bit is probably quite rare even for normal maps. A few hero props might make use of them, but I would assume they're quite rare. If you are targeting offline rendering, is memory as much of a constraint? I have no idea; I imagine it…