Thanks everyone for the feedback so far! I must say I am surprised with the feedback on the post-processing and fog. I thought the post-processed version would be favored over the plain version. I think I'll try to find a middle ground with the post processing. -brandoom: The skybox is a default skybox from UDK. I am…
You can combine multiple textures into a one, but separating out textures from one into many is a lot harder. So usually if I don't know exactly what I need, it's best to keep everything separate for testing, then you can combine later. It's been awhile since I did it and I ended up going towards character art, but I…
Thanks for the props guys ;) Kevin, not too bad for your second semester using Max ;) Now, onto the asshole tearing: The grass and green shit all along the buildings are far too uniform to make sense. It would generally be heavier near the bottom and work it's way up if it were this thick. I know you are doing this…
1. http://wiki.polycount.com/wiki/Normal_Map_Modeling#Low-Poly_Mesh 2. http://wiki.polycount.com/wiki/Texture_atlas 3. Several ways to do ambient occlusion for games: a. Create a 2nd UV set for static baked lighting. http://wiki.polycount.com/wiki/Light_map, http://wiki.polycount.com/wiki/Ambient_occlusion_map. b. Bake AO…
^^^Hah, yep I thought as much (about the blue hue). I've been trying to plan out the textures for the walls and floors. I'm probably over-thinking and should just whip something together to at least take the places of the blue checkers. And yes, I do read this thread a lot:…
Lookin' okay so far. I like your floor glass and metal tiles, they look very stylish and create an interesting view of the level below. Like you said, you're missing a lot of detail pieces but you might also consider having a larger focal point to the level- the pool of water, for instance could be part of a larger…
Well, I wouldn't go for packing all the UVs into a single map, at least not with unique UV space for each face. Take a look here. http://wiki.polycount.com/ModularMountAndBlade
Thats amazing looking! The texture work is really well done. Is it modularly constructed? Any chance at a peak of texture sheets and wireframe or flatshaded views? The render seem to have a low Anti-Alias value?, Are they in game shots and the AA was limited by the hardware restrictions? I'm a little curious why the tops…
Ok , ive tried searching through the forums and the internets and i cant find anything on this. i have a character model i built a bit modularly as a result the arms and legs clip a bit, i wanted to have everything baked to one uvmap so thats set. i thought in xnormal batch protection wouldnt overwrite the pixels of…
gauss: Cheers dude! vahl: shouldn't be too long now to release - I think a first version release will be happening sometime this week. dom: I was thinking about doing another shader after this one in a kludged ambient occlude type of vein... playing around with generating a reflection cube map, and sampling points in depth…