That is also an awesome idea. Having a hard lerp between the values means that, even though I need to cover the entire ground plane of the map section (which in some instances will be fairly big), I could get away with a low resolution image for that mask because of the sharp falloff. none of the maps I have planned are…
Ah, I suppose I should have added that. I want to either a) Challenge you guys to come up with some awesome sketches or models showcasing this approach! or b) See some current work that is starting to show this sort of theory being used! I look about at some of this archaic Sci-Fi art with big transistors and LEDs, low res…
Really stellar environment, loving everything I see here, from lighting to the materials. The set dressing is really effective as well, congratulations! I really want to emphasize how much I'm really loving this lighting, I can feel the warmth and the cozy vibe of a small village. I like how you controlled how dark the…
The problem here is you're using hard edges without uv seams. Everywhere you use a hard edge you also need to split your uv islands up. You can't really "paint it out" then you'll just end up with hard edges. One thing you really need to keep in mind. How big is this object? If its a peice of thigh armor it will be quite…
Ah, I loved Aquaria. I think you're off to a very solid start here, but you need to take a step or two back and develop and detail up the body and costume. A lot of her is still quite soft at this point and a little blobby in places, most notably on the feet. I'd probably take the time to work out what extra details she…
Haha, I'm terrible for this. I'll often stand admiringly like a proud father, slowly rotating the model round and round, endlessly checking every possible angle and zoom factor. And then suddenly deciding that it looks like ass and fixing everything. Recently I've been putting renders and finals into my dropbox so that I…
I'm testing a model with 1024x1024 maps but I have something else that's 4096x2048 that I'd like to try. Might have to run that one at 2048x1024... I'm using the ImageToPAA.exe that comes with the tools rather than doing the conversion in o2. It has a flag for size but I can't see what size the outputted .paa's are anyway…
Alright! Between life and the holidays, it's harder to find time to post, but here's an update. :) Topo and UVs! My priorities during this stage have been, respectively: 1) silhouette, 2) good bakes, 3) deformation. Working with those organic shapes near the joints proved to be an interesting challenge. Once I have the…
First off, a vector displacement map is not a displacement+normal map. A vector displacement map is a displacement map that can displace in multiple directions. The data is encoded similarly to how per-pixel normal data is stored in a normal map, however that is where the similarities stop. A VD map represents depth in…
How do you keep the moral fortitude to get to that position, Hazardous? It's tough to get past that feeling of utter futility of putting time and effort into game art in Australia. Of the few large studios left, most are on the verge of shutting down and the remainder are run by people who should never have been given…