I'd love to see a whole scene with forest photogrammetry. I've done quite a lot of photogrammetry but still didn't build a proper diorama out of it. Your normal maps seem a bit soft now. A really good trick is to bring your diffuse into Knald/Crazybump to get a hi-freq normal map (that photogrammetry just can't achieve)…
looking good so far man, longhairprod is correct with his crit. I'm guessing you are planning a highlight pass later tho. I think practicing this style has lots of practical uses, and there are definitely many companies that still mainly do diffuse only work in the handheld sector. I guess my point is, getting really good…
yeah, if you're re-baking diffuse from a different low-poly uv layout, you have to tweak the antialiasing and supersampling settings. i remember having the same problem but if you fiddle around with those (try turning off antialiasing completely) it should get rid of the speckles. also make sure you're not accidentally…
By default unity will name materials based on the diffuse property of the exported material. I use this script so that all the names are the same as the material names inside of maya, this way any texture changes wont create new materials create a new .js file and place this in a folder at the root of your project called…
Hey PolyHertz - totally agree with the points you made - although im not sure how to go about making foam on the water where the cliff meets the edge, maybe some sort of particle emitter that emits a foam like effect outwards from a ring? The rocks are are made by sculpting the large shapes out in zbrush and then baking…
Try copying one of the stock materials in UDK that just have a simple normal map and diffuse setup. Insert your maps into the copy and see what happens. Also just try dumping some regular normal mapped udk assets into your scene and see if they work. The link gun has it's normals on, but that's not a baked material, but it…
Zephir: Well, I was only thinking about doing the diffuse map. I haven't done specular maps and normal maps before. And I don't know if our teacher wants us to do it. :S It's all about doing the no-render realtime thing. Maybe I'll give it a shot though. pliang: I think I'll just trow a transparent material on it. There is…
Orb From the "previewhead.cfg" file: # # This example shows using ORB as a previewer, # i.e. to view an existing model with existing # normal map(s) and/or decal map(s) # # import model for viewing ViewModel imports/dericks_head_low.obj # Specify which normal map to use on material 0 SetViewNormalmap 0…
That's fine. I know everybody uses a different system for how they pack their ARGB channels, and it changes from title to title too. You should commit to one layout for now, just to get something rolling. Maybe something like this... diffuse map alpha = transparency spec map alpha = spec power spec map rgb = spec color…
yeah, the front is surprisingly heavy in detail for this being an fps close up weapon, where you will probably never see the front... And if you expect the character model to be holding this (3rd person and external view for multiplayer) that probably is a bit far fetched atm. also the diffuse seems a bit boring. You did…