This is really cool! The wood provides a nice break up for everything. Like the modular pieces. If you dont mind me asking what grid did you go with? 384? Cant wait to see more!
Thanks man now, I'll call it completed :D Your's coming good too, just finish touch.... Also if you haven't check "http://vimeo.com/38542834" I suggest, you shld.. Its about color lookup table, simply awesome feature....
I don't use ARB assembly language directly. My workflow is generally prototype in Shader Forge then optimize the Cg/HLSL .shader files manually. After I optimize those, I check the instruction counts by compiling in Unity. I've tried optimizations I've read about in fairly recent papers and the compiler almost always has…
unfortunately i cannot share scene file or screenshots yet due to nda. it does seem to be a browser issue since every time i refresh my browser, different parts of the model seems to be missing textures. i cleared browser cache and restarted browser many times. i am on firefox 38.0.5 and AMD Firepro certified driver…
Just a quick update this time. This is just a shot of the progress in 3dsmax just to show you how I'm piecing the throne room together. Most assets are in zbrush now for sculpting as they all have an organic element to them, but this gives a good idea of the basic layout: Just a quick bit of info on keeping all the assets…
ZacD - We weren't given limits for the assignment, but my model is currently at 3849 tris with a 1024x1024 texture Low poly w/ normal map update. I'm aware of the seam from the normal map on the bell part and will be fixing that in the next update. Also fixed some fisheye camera issues :|
I <3 your bike! The transformation of the low poly with the bake is redonkulous. May be a dumb question, but how many tris is the low poly? I see the 38k in your viewport grab, but I feel like your bike doesn't look like its that high at all...just wanted to clarify lol. I think you could save yourself some more geometry…