if my link is against the rules, please remove it. Ok i've got a little problem. everytime i'm starting the Ued i have to reimport all my textures because the shader displays it only like a 512 map but it is actually a 2048, so is there a way to just preserve the initial settings?
Seems like a fun idea. Ted showed me some impressive work, and Torque should work great for this game type. Additionally, his initial pitch is smart, and all that was enough to get my attention. So I modeled a couple characters so far. Here's a player character:
If the normal map has been imported with default compression settings then you also need to change the unpack min values for RGB channels. For normal maps they should be -1. Using the normal map compression setting upon initial import sets the proper values automatically, but not after that first import.
Did some more itterations, mesh cleaning and optimization today: Simple mechanic animation: [ame]https://www.youtube.com/watch?v=F3CJrD1Fk9Q[/ame] I think some things will change further down the road, but the basic form and mechanic is set (despite it looks a little different to the initial one^^)
@sugoilord Thats a great idea! Especially because I wasnt satisfied with the cloak... Initially I wanted to make it look like its crafted out of the remains of the sea monsters surrounding Bilgewater, but I am not sure about this. But I will definitely try parrot feathers :) @ijur Thank you!
Putting my Musashi Miyamoto on Sketchfab. There's still many slight errors in many places, though. model EDIT: Linking sketchfab to polycount is kinda broken, i guess And putting initial color and lighting on Shinobu. Still not sure whether to go traditional handpainted, or simple anime-like coloring.
Current work-in-progress. Greybox meshes are initial meshes before sculpt (some placeholder). The roof will have sculpted and modelled geo once I've decided on how I'm going to tackle it. Sculpting Time: Log 1 (of several), still work-in-progress, currently at "time to sleep" stage of work.
Your transformation matrix is fucked up. Is your object rotated in the world ? You need to get it aligned to the world axis then apply a Reset Xform. If ever you've reseted xform after the rotation and have no longer the initial angle, you could snap an object to a face with autogrid to get the angle.
Yeah I am aware of his project. It seems we independently started with a similar concept at about the same time. We discussed collaboration with him quite a while ago, but ended up having slightly diverging goals it seemed. For us 3dsmax will still be the initial target platform though.
Ah ok that worked thanks a lot man. One last question, did you do a lot of work on the images in photoshop after you got the initial renders out of Arnold? Your images seem to have a nice painterly effect that I'm not getting directly out of Arnold. Thanks.