I'm guessing he means the color palette is more limited, like xNormal is doing something to his textures. The hair, for example, is a lot more dull in the screenshot than the texture. I have no idea what is going on under the hood with xNormal so I can't give any ideas or solutions, but maybe its converting a true color…
I´ve done a dog for him... Now I want to give him some sort of environment. I ´ve played with some tileable texture and modeling some stuff. I am afraid about total polycount and texture size of this scene to fit with this char. Char: 1138 tris 512² Dog: 666 tris 256² Scene total: 10000 tris 1024² ???
Made some bricks. It was really challenging trying to precisely offset by 256 in zbrush... I realized I could go-z the lowest subdivision over to maya and offset there, then go-z back and it fortunately updated the mesh location in zbrush. Also played around with tessellation. I'm not sure if I was getting shitty results…
One crit I noticed from your breakdown is you nailed a texel density fairly consistently across the scene. But the numbers you listed are pretty small, on a current gen console I would aim for around 512 pixels for 2-3 meters for a first person shooter. Currently if you compare your main columns to the size of a human.…
Try this MEL script, just select all your items, execute the script, rename and jump to the next item using the tab key: string $RNM_WIN = `window -t "Rename"`; columnLayout -adj true -w 256; string $sel[] = `ls -sl`; for($each in $sel){ nameField -o $each; } button -label "Close" -c "deleteUI -window $RNM_WIN"; showWindow…
It doesn't straight up, but you can bake out convexity/concavity/both pretty easily. In the shader tree... Add Layer > Processing > Occlusion Set Type to Concavity/Convexity/Concavity & Convexity (this last one is effectively a curvature map) Set Occlusion Rays to 256 or so. Bake whatever output you've set it to (Driver A…
How low poly are you looking to go? There's P-XCEL: http://www.polycount.com/forum/showthread.php?t=80468 http://forums.tigsource.com/index.php?topic=14495.0 EDIT: There's also Blender http://www.blender.org/development/release-logs/blender-256-beta/brushes/ Mudbox and Bodypaint, though I'd go with 3dCoat over those two.…
Hi Artaekos I honestly do not see a problem with that obj you sent (apart from an overlapping uvs complaint from UDK) I exported your file from modo to FBX 2006.11 and converted it to FBX2013. The light map res is 256 and this is my result: I would be happy with this and as Quack! said once the diffuse is on there it looks…
Thanks everyone! :) anuxinamoon/anglorum: The smallest pieces have a gridsnap of 16 I think, but most are 32-256. I use the large scale snapping to build things quickly together and to prove out the kit. Only I start polishing the scene and adding detailmeshes, proper street layout etc, I will take the snapped together…
The rock texture size is really excessive given the relative size & importance; a 256 or even 128 would work as well. On the sign, over a third of your polys seem to be on the rope, and a large portion of your texture is on the rope as well; this really is a bit much for an accent piece. I'd have spent more of those…