Sorry it's been a while, i've been wrestling with this normals issue but i can't get it. Can i ask everyone's advice, please? I made a high poly (180k tri) and then a mid poly (16k) and the idea was to use normal maps to generate the detail. I've never done a normal map before so i may be doing something hideously wrong…
Took another pass over the characters, the floor and adding a lot more wear and grime where appropriate. I feel like my materials are 90-95% there. My submission deadline is Sept 16th so I will begin focusing more on lighting and compositing in photoshop. Hopefully I can begin to incorporate more of what @jStins pointed…
Whoa that's an old one ;) We've been just testing Zbrush in production back then, and besides we only had 6 weeks to deliver that 30 seconds, so there was no room for any second thoughts. That Tzeentch champion or whatever relied on displacements mostly, with very little facial animation. Nowadays we go much higher, the…
Thanks guys! All this will come in handy when I do my next pass on it. :) tyl3r- Triangle Count: 400 (Battery boxes) 1600 (Main Body) 1700 (Top Junk) 2600 (Wheel Section) 4000 (Bottom Junk) These pieces are combined in UDK. The battery boxes and wheel sections are duplicated/instanced. Question for the Unreal Engine…
Scene Depth is not normalized / non-linear with a range of 0 - 16,777,215. Opposed to this, the alpha output of the scene texture node returns the inverted scene depth within 0-1 range. It also requires less instructions.
When I started my pack, 32x packs weren't properly supported yet. That's why I went with 16x. The mobs are double res though, since that has always been supported by vanilla Minecraft. Indeed, the next version of Minecraft will support animated water and lava. I'm currently working on making my pack up to date with the…