Here is what it looks like so far. A little better than what I had before but still not feeling right yet. I have a skylight with it turned to .5 and a directional light at 1.7 with a slight yellow tint to it, with its shadows on and so far 2 omnis. Feed back is greatly appreciated thanks..
If a game is not a mobile one and your world is like 3-5 pix /cm texel density you still need a pretty hi res sky, maybe 4196x4196 . it's roughly 16k k x 4k if represented as a spherical projection stripe. Still be blurry on long focus replay cameras but you can hide it with dof kind of.
I know we don't do this kind of thing quite yet in the video game industry, but it could be coming. It's worth checking out. http://fxguide.com/fxguidetv/fxguidetv-165-scott-metzger-on-mari-and-hdr/?fb_action_ids=4785741114494&fb_action_types=og.likes&fb_source=aggregation&fb_aggregation_id=288381481237582
...atleast not on my pc :poly117: Every time I add a colormap to quixel, I get this: My PC specs: Windows 7 professional, 64 bit Intel Core i7 2.00 GHz 16Gb RAM NVIDIA Quadro 3000m Does anybody else get this? It's since Quixel 1.6 and 1.7 hasn't fixed anything...
So I've decided to put down the brush for a few weeks and wrap my head around MaxScript. Knowing a few other polycounters have taken this trip I'm wondering if there isn't some good advice that might help make the trip less bumpy. MoP suggested the DVD's from CG Academy since they came as part of the Dom War prize pack,…
we had the same issue here in Australia (was the same when I was in Germany) price is about twice as much or at least 160% of the us price. Upon asking autodesk about options to buy it via their us website they aborted communication. Lucky we have another studio in the US but I hate their attitude.
Seems unlikely, with a little study. People are selling derivatives of this 'technology', and yet nobody has put up the money for a controlled (and thereby scientifically viable) study. International aids charities, in addition, shoot it down - http://www.avert.org/cure-for-aids.htm also…
Well magic number is 160, 192 (add 32 or 64 on top of 128) or just go with 256 high walls and fill the area with trims, pipes , natural coverage etc to make ur environment look bulky or fill :D . even without that 256 is ok for average envirnonment you can go as high as you require.
@JordanLeigh: This challenge is still going, at least i'm still working on it. Can't say about next months challenge however. I have at last finished the low poly of this dude. It's sitting at just over 16k polys, without the hair it's at 11k. I plan to bake out all the maps this weekend and then finally start the…
@MisterSande you mean Playdead, they are making "Inside", another cool looking chiaroscuro game with a hint of colour on the character this time. Looking forward to seeing more of Mad Max - "Savage Road", I really hope the game play is as good as it looks. www.youtube.com/watch?v=bUUCXYkfaiM…