You will have to elaborate on that AMD voxel stuff then. On the topic of dynamic GI 'removing artistic control', I would say its the opposite. The enhanced workflow from rapid iteration alone would only make everything look better. Plus, given that you would effectively have access to cheap realtime area lights (And if you…
Some observation from my school of hard knocks. The overall UV mapping is good however based on the model the mapping of the torso is not symmetrical. The left side is not the same as the right. Although it is not always required to have apposing sides to be identical, if the model does not call for it, in this case you…
You can try rigging tank tracks with bones which will give you rigid tracks. Quite a bit of work but he covers some wire parameters to help automate the animation, pretty cool stuff. http://www.3dluvr.com/content/article/136/1 You might want to switch the spline IK on the main arm to a IK limb solver and use bones, it will…
At first I was going to comment on the shape of the model itself...but since I just finished playing some good 'ole n64 games....I think if it had a better texture it would be passable. Are u one of the Heajes? I saw some stuff from another heaj that had superb texture work, you should ask that person for some pointers on…
Hiya guys! It's about time I keep a journal on the progress I make on all of my environments. I will be focusing on environments and props most of the time, there will also be some Unreal related stuff such as blueprints and shaders setups perhaps but we will see about that. For now just some environments I already…
Hi, so after reading EarthQuakes post on making sense of hard edges, uvs, normal maps, vertex counts & Understanding averaged normals and ray projection/Who put waviness in my normal map? I decided to re-bake a normal map of model I created some time ago but never managed to get good baking results. The thing is I use Maya…
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Greetings to all artists, modelers, and hobbyists! I have been very intrigued with game dev for a long while and find myself playing around with programming and digital art in my spare time while studying my first year of music college. I took it upon myself (after a good deal of thought) to get a bit more serious about my…
Since the nVidia shader contest was extended, I thought I'd try my hand on remaking the ZBrush wax shader that everyone loves oh-so-much (I just switched back to zbrush from mudbox and wow is it awesome). First I just want to get the surface properties right for a sphere before I move onto complex surfaces and all the…
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