I find the height map from painter a bit weird ! It's like a 32 bit with mid value 0 but in the same time you don't have anything when you offset your value in the blacks, the best way that I found was to create a new channel set it to Linear 16bit and putting my height info in it. Once I'm in vray I know my mid value is…
Yes. Pre-computed GI uses resolution too. You can preview the checker in the Scene view. See if the checkers are too large for your meshes. BTW pre-computed GI is all kinds of screwed up in Unity. You're in for a world of hurt. http://polycount.com/discussion/177837/real-time-gi-problems-in-architectural-vr…
@wormo Thank you! The bottom two pictures are from 3ds Max while the others are from Marmoset. They have different FOV's, maybe that makes it look somewhat squished? Can't really see it tbh. Everything was done in 3ds Max, no ZBrush involved. Finally got around to finishing the low poly. ~16k tris. Bake turned out great,…
Managed to get the retopology done, did a quick test of the bakes to see how the normals turned out. Pretty happy with the result though still a few errors to tweak out. I have bad memories of normals not doing what they should :) Model's sitting at around 16000 poly's, probably a little high so might look at going back…
good stuff! you might want to focus on improving facial anatomy your models though. also, low poly meshes have rather poor lighting here: http://media.cmcdn.net/16828591/780x438.jpeg it's much better on the high poly so maybe you could emulate something like this with realtime shader:…
Yep, that's all do-able. It'll depend heavily on the shader that you'll need to write for it, so make sure the game engine you want has decent shader support. But you could do floating-point color, so I think that's 65K or is it 16M? The color can be dynamically set at run-time based on some kind of input. Just need a way…
Give it a quick go, my initial thoughts... If you load an image without first selecting a preset, it'll flat out crash. That's probably bad :P Doesn't support TIFF or TGA, which is a pain. I think there are a lot of things that will use these formats, they (along with PNG and BMP) tend to be the stalwarts of lossless file…
Thanks, Will! I have to check but I think the tri count is about 16k and the texture size is 4k. About halfway into texturing I realised that I needed a higher res on his face so I upped the texture size(Which is not ideal!). I should have just sliced up the uv map like I've done with the knight(I have a texture set for…