I guess that's why I have to uncheck the "Flip Green" option for normal maps in SketchFab....? Anyway, to reduce polygons I use ZRemesher just because it tries to keep the mesh all-quad. You can always find a couple of triangles here and there, but the final result is remarkable nonetheless. Decimation Master, on the…
Teddy: Could you clarify how the licenses work a bit? Can I do freelance work from home using the "non-commercial" version? 299 for that seems like a very steep price. Another question: Is the commercial license per set or for a whole studio? Grats on releasing this!!
And everyone else on the project. There was never really any chance of this Kickstarter not being huge. It's a game, more or less, that people have been wanting since the Planescape game back in 1999. It passed $70k 15 minutes after starting. 5 people have already pledged for the $10,000 category.
Ouch, print screen should only be used if you want to paint every single highlight reflection and shadow directly into your character texture, circa 1999. And if that's the case I still suggest 3point lighting as there is no way to simulate a rim light from multiple angles in your texture.
I wish the shadows had a slight bit of purple to them... and that they weren't so 'fuzzy' http://www.worthplaying.com/press/199/MOTOGP2006_024.jpg That shot looks wierd... look at how dark the shadow being cast by the rider/bike is... yet the riders themselves are barely casting any shadows.
Just in case anyone stumbles across this thread -- I have had success at eliminating the problem by clamping my normal maps between .001 and .998 in their respective materials. I can confirm the problem only ever seems to happen in DX11 mode like mAIkAv!An said.
990 tris and only diffuse 1k map. Sketchfab and wireframe you can find there https://www.artstation.com/artwork/P0dk4 and some Substance Designer materials: ceramic tiles https://www.artstation.com/artwork/ZYK4R stylized brick road https://www.artstation.com/artwork/60Kk0 stylized ground
Kind of -- the DecimationMaster_4.0.zsc files is in the Zplugs folder, everything else should be in a subfolder labeled DecimationMasterData_4.0. I've got 92 kb on the .zsc file, 399 kb and the 64 bit .exe, 273 kb on the 32 bit, and 97 kb on the .dll. Now you have comparisons! =)
Very rough concept for the Desert Eagle "Void Hawk", intended as an entry for the CS:GO competition, drawing inspiration from Alien(s), Bladerunner and Space: 1999, the unremarkable colour scheme and overly utilitarian look should fit Mil-spec rarity well. Gunsmith will be the finish style.
I would never have known that just about anyone could edit a video game let alone become an artist in the video game world without polycount being around to guide me in 1999. Thanks to all who have made this community the best on the net.