The scene looks pretty good Dan,Things i would recommend will be, To improve on the normal maps and polish some more in the diffuse. Show damages in the walls and/or in the floor. Add an AO pass,as some one mentioned. Opt for a better lighting solution or bake the lightmaps to the assets.…
Thanks all. Both the Blender and the ZApplink options look perfect. I'll check out ZApplink since I've never used Blender. Just a thought though, how does ZBrush render low poly stuff with just a diffuse? Not 'how' technically speaking, but does it look any good? I'm gonna be painting characters with 1500 tris or less and…
This'll do it: for m in scenematerials where classOf m == Standardmaterial do( if classOf m.diffuseMap == Bitmaptexture then ( if findString m.diffuseMap.bitmap.filename "TSO_Uniform_Pants" != undefined then ( m.diffuseMap.coords.U_Tiling = 1.0 ) )) This script assumes your materials are standard materials, assumes you're…
I started working on this with MoP's UV's. The head at 128x128 works like a charm IMO :) . but somehow max's view port isn't automatically updating the image! I have to go into the material editor and hit reload on the diffuse material... any idea how to set it back to automatically updating? i'm running 3ds max 2009 x64.…
Depends on which platform you are aiming for. On the DS you could use something around 300 polys for the main character and a 128x128 diffuse (64x64 preferably). The DS can render up to 2048 polys at the same time on the 3d screen. It also has backface culling and renders polys as quads instead of tris if the vertexes are…
ok, i have to wait untill me programmer implements the new build into our game and i have never used horizon mapping either so i thought i would ask. it requires two other seperate files aside from the diffuse and normal map so i could see how it could be a large memory consumer. well, perhaps i'll use it sparingly for…
It looks pretty good. I would like to see something more representative of metal on the metal parts though. It kind of looks completely like plastic. It may be, it just doesn't feel right. A good way to achieve a metal look is to put some tiny scratches in the diffuse and really exaggerate them in the spec map. Also, a…
with those pillars you could make one long tilable in V texture/model that you could chop up at different heights and then add the top bottom stains with a decal, this would give you alot of freedom. with the colour tones, it would be nice to get the saturation in the shadows and protected parts while making the exposed…
Hi, I'm trying to export my scene to the viewer, but it appears that the directional light brightness doesn't go past 1 in the viewer. Relative to the environment brightness it appears super dim, almost non-existent. Raising or lowering the light brightness doesn't change the appearance in the viewer at all. You can see in…
Fantasy Weapon Design - "Bastard Sword" A bastard sword is a broadsword that can be used one or two handed. I did the concept art in pencils. I then made a 3D game model at 8K triangles (modelled, sculpted, lo-poly & textured). You can see how the concept art translated to the 3D realm. 2D CONCEPT ART 3D GAME MODEL [8k…