You're using a lot of small brush strokes, go bigger and work your way down once you get further along in the painting (but not at a hairline pixel size)... Don't scratch sketch, it adds a lot more detail than you should. Use long accurate strokes, if you fuck up... ctrl + alt + z... Don't fall in love with your first…
I'm using CS2 and it works for me. 1. File -> Open -> select EPS file. 2. Give the same Width and Height pixel values as your intended texture. 3. Change the Mode: to RGB Color (you probably want this rather than CMYK...) 4. Check or Uncheck Anti-aliased, whatever you prefer. 5. Click "OK". All done :) If someone knows how…
These are the maps I baked for texturing: normal, object space, AO, gradient and vertex color. Gradient map needs to be 16-bit non-dithered or else I get some artifacts inside Substance Painter. Unfortunately I can't use the baked curvature because of the facets problems and Increasing the pixel sample radius has the side…
@James: I wouldn't buy new hardware for a system that old. I'd look on ebay. for example: http://cgi.ebay.com/ATi-Radeon-9600-XT-128MB-VGA-DVI-TV-AGP-Video-Card_W0QQitemZ200216749691QQihZ010QQcategoryZ3762QQssPageNameZWDVWQQrdZ1QQcmdZViewItem…
Update: Alright, all UV shells are unfolded and pixel density is pretty much same all over. Meaning, time to layout the shells. But as you can see... there's no good and efficient way to do this due to these big "tall" shapes. So, as I see it I either have to have a really unefficient UV map layout in order to have the…
nice tutorial mop, but one quick correction. the best low poly cages never poke through the high poly model. but at the same time be as close as possible to the high poly surface at all times. having the meshes intersect is the worst possible situation because the normals have to reverse direction, and that looks butt…
i think the main problem is that you stuff is too stylized..not that its a bad thing.. but when a game contracts out work its usually for generic stuff.. stuff that can be easily emulated and that is reality.. realistic stuff is by far the most generic and most contracable... beacause there is no dispute on if its wrong or…
Think legos or duplo, and the world will become much simpler. Everything need to have equal detail level and pixel density. The brick work isn't even the same scale all around. the sidewalks have different levels of detail, they could easily be two prefabs one of two blocks, and one corner. That way you can drop in the…
For your next model you might want to consider mirroring some parts of the UV groups. Seems like every part is layed out seperately on the map. You can optimize your model a lot more and distribute the pixels even better by putting some parts on top of each other. Unless there's a significant difference in the texture you…
So, does anyone expect this game to do very well? 3 years of developement is a lot of effort for a game, is that normal? After playing through Prince of Persia, I'm begging for more of this genre. God of War appears to be a journey through ancient Greek mythology. Nice. Yes, lots and gore and violence. Back in ancient…