@ Darkleopard. I just exploded the mesh parts and threw them into Xnormal, leaving mostly everything in default(for speed) then baked it out. haha nice fearian! It felt very wierd watching my prop on your screen :D gogo!
This should be your home page http://www.g-cg.com/portfolio/ Get rid of the huge banner, full screened on my 1920x1080 monitor i don't actually see any of your work without scrolling down an entire page.
Hey guys got some better shots. And fixed the res.. Sorry about that my screens so crap that I had to use a different method to get some decent images Uploaded with ImageShack.us Uploaded with ImageShack.us Uploaded with ImageShack.us
Get the hard edges, screen cap the texture window, manipulate the texture and use that as the base for the actual applied material. Hacky, but it will get the job done. If you are trying to mass produce textures for many objects, sounds like a tool request.
... sorry i read the post super quick with the bottom of the pic off the screen and dident really give it a look for more then a second. i thought you were in maya. :) sorry i don't have a max solution i'm afraid.
Personally I think it's better left in the vfx realm. I don't see a place for it in games, now, or in the near future. Having 100x8k maps on the Hulk's face on a cinema screen is fine but, udims in games is unnecessary and pretty much irrelevant.
The point is that there is adaptive tessellation built-in over which you don't have any direct control. You can't set the tessellation factors in current UDK builds, there is only a multiplier for the automatic screen space based adjustments. This is a huge disadvantage.
If your gonna be carrying it around a lot, dont go for the 17"... The huge screen and full keyboard are very nice, but the 17" laptops are monsters to lug around and usually get pretty lousy battery life. Just my 2 cents
Try a bloom on the led screen, like in my sci fi piece in my folio. Also maybe some glow on the pink stuff if you like ;) There doesn't seem to be any specular, don't know if you haven't got round to it or not.
That's a crapload of screen buffer manipulation. i'm surprised the performance is kept up well with all that excess reading, buffers and procedural atlasing going on. it's very much like a superlarge software Quake surfacecache and this could choke a tile-renderer hard.