AHH is right: from what I've learned you should zoom out to the actual shot the gun will be viewed from then check your details there...if you can't see it from the actual size of the on screen pixel resolution then most likely it's not going to show up on the low poly. On a side note, :P if this is going to be on your…
Hey guys I'm having some normal trouble(im still really new to this stuff) I'm baking my maps in xnormal at 1024X1024, when I apply the maps to the mesh some weird things happen. lines that should be shadows are coming up as highlights and I'm also getting some odd pixelation around the crevices(see images). I could really…
Hey, .Wiki! thanks for the Feedback! And Yeah, good thinking! Totally forgot to put the normals upward. Theyre averaged atm. Will fix that. Padding is 8 pixel ugly padding.will do that again too. There's this handy trick in the 3Dmotive tutorial on UDK foliage. Will have to look up how he did it with this automated process…
Here's what I was thinking about. Hotter/stronger rim lighting on the entering figure, so he becomes an equal attention grabber. And darker on the left side, so the eye doesn't stray over there so much. So hopefully now your eye will keep circling back between the room and his silhouette. It might help to downsize the…
Thanks @suspectlogic! Which hard shadows do you mean? (if it's the dark things on the floor, those are placeholder decals while I work out what to do with the floor) @jariah for the hologram ball I made a mask highlighting only certain uvs, and then used that mask as input for the emissive channel. I had to bump the size…
Hello Deco, Im not sure if this is a thing since I didnt tryed to import jpeg envmaps. There are ways to convert a jpeg to a hdri! - One adviese tough - Why not just use the jpeg in the first place!? - Using a jpeg instead of a hdri will simply result in a far worse result, as far as I know it from IBL studies inside maya,…
well the question you have to ask yourself is: do you fill a 256² pixel surface with nothing but a flat color? texture have been invented to show information that is too detailed to be shown in geometry, so you should use them that way. also realism is not the target, not even in "realistic" looking games. because if you…
Hey Manuel, Nice work with all the modeling! A few things I'm noticing here: - None of your lights seem to be casting shadows much - eg in your last screenshot, the generator-type machine with the smiley face sticker doesn't have any shadows below it, and it looks super unnatural. - Your hologram signs could benefit from a…
Thank you! The firs are between 10-15k, and a large chunk of that being base of the trunk that I tessellate quite alot to get some nice displacement shapes. The pine trees are.. well. way to expensive :P lets leave it at that. The individual pine clusters eat up ALOT of tris, as you can see in the wireframe above. I used…
Hey Pixel. Thanks once again for the critiques and for plugging it :thumbup:. The critiques have been helpful and ive tried to implement them, so hopefully its looking better. I think you should try and finish your tifa/barrett model its definitely a good exercise to improve and try a stylized(final fantasy) character. --…