Got a quick screen grab of this texture in action. probably wont use this one on this particular model so i will chalk it up to practice. I think Im gonna start some roof tiles next.
We are doing a mobile game, and we have hundreds of boned characters on screen at the same time. Works great. You just need to be careful with the number of bones per character, try to use as few as possible.
It does the job, but I personally think it looks a bit plain, especially on a wide screen. For starters I would consider adding a nice non distracting graphic at the background sides. Even if it's just a simple gradient.
Try doing a <br> tag between each of the images so they follow a vertical flow. Currently, when I maximize my browser (Chrome), they fill up the screen left to right, then continue to the next line.
you can't do this shit with the ipod nano 5g right? just bought one, don't want a bloody touch screen ;) . now i can change songs while the thing stays in my pocket :) .
Yeah screen space ambient occlusion would help but that's not what I'm after. Every piece has already been unwrapped its a matter of getting all of the duplicates into 0-1 UV space right?
Ugh. Good call on unplugging normals for diagnosis. It seems to be a combination of a lightmap and normal issues. And I know how to fix neither :/ Here are my screens in detail lighting mode. Lightmap issues: Funky normals:
I think it looks very promising. They might actually get supes right on the big screen. It has a "smallville" vibe to it that I like. Spiderman doesn't stop a criminal that ends up killing his Uncle?
also forgot to mention that I am in 3ds Max 2011. I have tried resetting Xform but as you can see on the screen its dimmed out and wont allow me to do it for some reason.
I coulda sworn i saw this guy make a cameo at the end where the shot pulls back revealing a ton of creatures... Nerded out, pointed to the screen and shouted "Boomer!" Fun little horror movie.