Haha! -- Fair enough! This was mostly just analysis for fun. I tend to learn a lot about what's right and what's wrong with my approaches (speed-wise) by doing this sort of thing, so I really didn't feel like it was a bad thing to ask (just in case my chosen approach wasn't the best/only approach available!) Thanks for…
ya here is a example of the normal map i made for this. made it by simply paiting black on a white BG with a really rough brush, than running it threw NDO, to create the normals, using the nvidia filter or crazy bump would have the same effect. than here is the material very basic just a translucent material with opacity…
I would say something that could help your bricks out is a change up in the texture. Do some vertex painting. For example the areas where the bricks touch the ground, door frame, and support beams vert paint in some concrete or moss. Probably moss since this is a moist environment. Also the bricks are too high frequency…
I had a skinned character in the scene - and some additional animated rigid hierarchies with some wired ctrl etc..... But it was a pretty simple scene in general, so mabye having multiple skin modifiers in the scene might still be slower Just a hint: When using the stats display turning off all geometry related stats…
besides memory the arithmetic operations would be a lot more. I'd say 2 weights should be sufficient. More only if its kind of a hero asset up close. As computations are done per-vertex and the same weight count is used for all vertices (even if just a few might use more), try to get away with as little as possible. I…
Yeah even with bevels you'll still get some smoothing. Using a triple edge there(and edge on either side of your orig. edges) like you would to keep shape on a sub-d object would be the most accurate way to go, as that center loop then is very close to flat and just the 2 loops at the corners "bend". I've had some good…
Ok, now we're getting a btter idea of what you're aiming for. First thing I'd do is ditch what I'm assuming will be a brick chimney once it's textured. It doesn't really fit with the rudely made nature of the rest of the building. I'd suggest that people who live in these sorts of temporary typed structures would cook…
(salivate) As excellent as that demo video was, what really gets me stoked is the knowledge that they are going to be updating the Source SDK when Team Fortress 2 comes out. For anyone who hasn't been following Source development, last October Valve made their SDK compatible with the Visual C++ Express compiler. That…
Can you post some screenshots with your settings, normal map and cage setup in xNormal, pls? And... did you see any error/warning while exporting the max's cage using the SBM exporter? Do you mean "Use closest hit if ray fails" option? In theory that should be always checked to avoid errors if the ray fails.... but can be…
I like what you have so far ,some things I would be thinking about if I was making this scene: - What is the focal point? I think this scene needs something to grab my eye right away. - What is the story in this place? Is it a nice family who lives there? Or a hermit who lives by him self? Or a grandma taking care of her…