Using SBM and meshsmooth is the way to go, turbosmooth is okay if your just previewing but as a final product it's not ideal imo < that's from personal experience though some people like it :/ ======================================================= This is my method with some instruction from Santiago Orgaz; 1. Detach all…
Ok, so after about a day of messing with the aria here are my thoughts: Good: 1. Very response, even with the 600mhz processor i've yet to find much that slows it down. 2. Android is awesome, and HTC's version of android seems to have an acceptable amount of bloatware. Sure there is a bunch of preloaded apps you cant…
Hmm its a good start for environment but you need a little sharpening up.As for crits. -One thing ive seen in your seen is objects that alor are too low rez,the wheels of the cannon and the frontier wheels in the plains scene stick out due to their low rez.Dont be afraid to use those polygons to give the proper shape. When…
Hello everybody. I am looking for any opinions - just got one of those decisions to make without any clear answer and some extra opinions may be nice. I am brainstorming lots of ideas for next game project. I've settled on a survival game set in alaska that is meant to be relaxing, not stressful. Think The Long Dark but…
There are two components to a tilt shift photography, and it's important to separate them and understand that they do entirely different things. The above image shows a tilt/shift lens with both tilt (rotation, the guide lines on the right) and shift (the guide lines on the left) engaged. What you're talking about in this…
Hi there tigerheart! Interesting thread. It's been long time since I've touched something similar, but here it goes. There are some points to consider and obvious omissions in you script seen in last image you posted: 1. I don't see the script even working; there is no copy made for the other side. 2. There are no bone…
Thanks :) I used zbrush to make a tilable displacement map which was used to generate a "base normal map" Then I grabbed a photosourced rock texture and generated a normal map with crazybump. Both normal maps where blending with crazybump. I did some planning for the rock models and the terrain texture. I wanted them to…
These assets will be in an interactive learning program, wich will have a roman level, Aquincum. The deadline was very close, and there were more than 30 assests wich I had to deliver. So I had to make assets as fast as I can, and worked out relativley fast ways to do it. Please let me know if i did anything dumb!…
Great write-up on normal mapping. I've compared the doc to my own notes on this subject and found some topics that could be added to it/additionally covered, to get an even wider scope. 1. There was a lot of discussion on beveling lowpoly edges for the purpose of normal mapping. Some summary on beveling would be great:…
You have a really damn solid base right now but imo you're just at the beginning of the texturing process (You've made the wrong barrel btw ;) ). The first thing I would do is define your materials better. The paint really doesn't look like paint, and the rubber handles don't quite look like rubber. Changing up hues,…