Target_Renegade: If it's anything like Rage, it doesn't even need a lightmap - it's all baked into the one texture atlas. My guess is just a low-res diffuse-only implementation of streaming megatexture, seems the most logical way to do it. Looks bloody great though. And the rest of his keynote was good too.
Just finished my first low poly prop modelling assignment for class this week and thought i'd post it up. The criteria was all of them needed to be under 500 poly's and have a maximum of 128x128 Diffuse. Sketchfab links included :smile: Shoulder Pad Sketchfab Shield SketchfabSword Sketchfab Cheers!
nice video! is it possible to create effect where some parts of the decal have diffuse and roughness information and some show underlying mesh while using decal's normal? in attached image you can see screws shiny but while surrounding is still part of a decal it has color of the underlying mesh.
Update: I decided to change the middle part of the torso I also started texturing (diffuse and normal map only). The gray hair is temporary. Marmoset screenshots: Unfortunately, I'm having some problems with marmoset. Depending on the angle I take the screenshots I get these weird lines that are not present in the viewport.
I figured out the problem with my lighting; Eat3D addresses it in the foliage tutorials but to summarize in it's most basic form, the material needed to be set to "custom_phong" and the diffuse needed to be boosted. Here's today's progress. I'm gonna get rid of those super ugly planes and just vertex paint the water effect.
i ran into a problem with shadows dissapearing or fading out when zooming out..how do you fix that? another issue is i created foliage and the opacity part shows as black.. i set the material as a blended mask and i plugged in my textures in diffuse and opacity mask.. thanks in advance..
I re-arranged the bolts on the body, added some more detail to the diffuse & worked on the spec for the wires & stuff on the bottom. I am trying to get some lighting improvement, but honestly I think I have a lighting-disability. Sort of like people who can't do math, but with lighting.
Torch: I would guess the spec makes the character look better from multiple angles while straight diffuse, you have to pick and choose ideal angles/lighting. This is Awesome! I especially like how you deviated from the concept and added your own style. The face is killer!
Great looking piece! How many different texture maps do you have for this piece(not including spec or normal)? And how did you handle things like the wall on the left side, with the pipes. It's got that green strip there, was that just a material adjustment or did you make another version of that diffuse?
Yeah. This preview left me a little cold. Oh boy, image search inside the program...no thanks. Give me maskable sculpt/paint layers w/ photoshop like control and the ability to view & edit in realtime diffuse/spec & ambient. Oh, and add a voxel + quadify tool and you're set.