Hey everyone I'm working on a gladiator-type character. This is a rough finish of the low poly model. I also included the high poly sculpt. I intend to do a 1024 diffuse and 512 normal/spec. I am also thinking of giving the face its own 512 (or 256?), as well as another 512 for the sword & shield (not shown). There's still…
Even after giving this simple modular planar mesh a proper light map in a second UV channel I get these horrible blotchy shadows.How can I fix this? Please note that: -I have already created a second UV channel with a proper light map and set UDK to read this as the light map channel. -I have already locked the UV's to the…
Hello every one.:poly121: I've been doing some low poly modelling for a moment now and I never relay shown it to some actual pros, so this will be my first! So her is my question: this is my latest low poly modelling. It is around 1100 tris and a 512 normal map and diffuse plus a 256 alpha map. How can I improve that and…
Well my scanner mysteriously started working again after mysteriously crapping out on me so I decided to actually model off of some good concept art. This is your typical Z-95 Headhunter from Star Wars modeled off the schematics in "The Essential Guide to Vehicles and Vessels". The model is right around 1400 polies and…
Evening all. Knocked up a simple prop today, a road sign. I was reading through the CryEngine 3 documentation, and came across a section on texturing techniques. They recommend that you avoid the use of normal maps wherever possible on minor props, and try and fake some depth using the far cheaper diffuse and specular…
Two things to check. 1) In the preferences under "mem" is the allocated memory which should be jacked up all the way to 3000 or morel. By default its on 256... I have no fucking clue why. 2) Also in preferences under "undo" is the undo history number which should be around 200-300. I think by default its set at 10,000 or…
most of my time, I'm using something like this to do hand-painted stuff I'm not sure if some fancy brushes will do any good, personally I can't even find the reason to look for alternatives. I mostly work with resolutions like 512*256, 512*512, meaning that I need pixel size precision. That brush give me enough control on…
The one level with no lighting sucks, theres one redeeming quality to it: the lightning, which looks really coooool, except the normals maps they're using there suck too, so whenever something gets dynamically lit it just loosk really fake. and WTF is up with that ugly detail noise texture? wow its like everything in the…
Do you know if either of these two have these functions I list below? I was told that this is what I need (sorry, should've posted that first): Does it allow for saving as 256 colour images? Note: if a package says it can save "web safe files" or *.gif files, then it can do this. Can the package save PCX and BMP files?…
I might speculate that one of the main reasons the art has changed and moved in a more colourful direction is that they're not stuck with 256 colour tile sets any more. Have you looked at diablo 2 lately? Its nicely done working with the limitations of the tile engine tile based environment, but its not exactly pretty, or…