UPDATED! 9/9/2012 First of all, congratulations to all my friends back at ArenaNet on Guild Wars 2's success! Now that it's finally released here's some more work I did: The Sylvari were easily the most problematic of all races in Guild Wars 2. Everyone seemed to have their own ideas as to what they should look like. I was…
Hi! My main critique with the mesh is that some curved elements are low resolution (main tank, wheels) compared to others (chimney, pistons), resulting in a visibly facetted silhouette. I think the overall shading looks a tad too soft in places and shows some gradients. If you plan to rely on mesh-shading opposed to a…
Thanks for the encouragement, its appreciated. Recovering from the typical New Year drinking has slowed me down so before finishing of the thread Im going drop in a general tips list for doing this stuff. Tips 1. Dont forget its not really Hi poly work, its generous lowpoly work that uses hi poly assets to render out…
to be quite honest it was not really necessary to take that into zbrush. with shapes as simple as that you couldve easily gone into photoshop, painted those lines, then created a normal from that using either crazybump or the nvidia normal map filter. or you couldve even just not done a normal map at all. on a weapon like…
There is no backface. There is point data and a computed normal. When you have single sided materials the rendering routine culls all faces that face away from the camera. When rendering doublesided it doesn't. It just renders all faces in the object. Most shadowing algorithms rely on a face normal (The averaged vertex…
On a side note about using a tiling normal map. The floor of the chair is using a tiling wood normal map while the back rest is using a tiled cushion normal map. Am I correct in saying my only option is to detach the faces that use the tiling normal maps completely from the rest of the model because leaving them welded and…
Normal maps alter your surface normals based on a bitmap. When light calculates it compares your sampled normals direction with the incoming lights direction and shades accordingly. So since you have control of those normals with your normal map you can use this to fake the illusion of your surface being more detailed than…
I think one thing I'm going to do with this project is incorporate some micro Normal map details. Or learn how to make use of them as I'm not 100% sure.
greentooth I've seen a lot of Greentooth in other games. I want to see Greentooth's native realm. edit: I use: -Magicavoxel - hard surface, blocks -GDevelop - game engine and pixel editor (Piskl) -SculptGL -soft surface web based bare bones sculpting with fast brushes and retopo) -Blender - precision surface (rarely…
I have some exr files I need to compress down into 8 bit, specifically normal maps. In 3dsmax, in the preview window, they display correctly as a bitmap. However in photoshop when I compress choosing the different options in the HDR Toning, no matter what it does not collapse to the correct RGB space. I saw the tutorial…