Inspiring work man, subscribed! Do you mind giving a quick insight to what method you are creating your normal maps, for example for the wooden beams ? Big up
I'm realy just confused about the colorizing part, it has individual shingles, say for example in zbrush, I lay then out in the 2.5d veiw, I use the normal map matcap. So I can bake a normal map, how would I go about baking the AO without baking it from the normal and getting those colors in zbrush and still have the…
Thanks for the advice d!ver, I'm actually going to build a whole scene for the final shot in CE3 with a video presentation. The screenshots I've shown so far are by no means meant to be used as presentation. These are just WIP screenshots showing where I'm at and what I'm working on. Adding geometry to the borders to break…
Thanks sybrix :) I'm testing out the vertex colors pass which is multiplied by the diffuse texture. Vertex color RGB is used to shade and add color variation to the textures while the alpha channel can be use to blend in another texture such as moss or dirt for example. I'm going to be using the custom cgfx shader me and…
Alex, what I do is bake the tiling high poly to a square plane in xNormal and once I get that normal map, I bring it into Crazy bump (I used Crazybump in school but never really knew how to use it to it's full potential). Crazybump is awesome! Bring in your normal map, and play around with your settings and you can quickly…
Couple of things you can cut/optimize: The chimney: instead of 6 strips holding the "lid" in place, use 3. Maybe one less segment on the chimney body. Wooden details: have fewer than 6 small bars on the short side of the house. Roof: you probably don't need to have the extra vertex at the center of the wooden beams poking…
Thanks guys. I'll be adding some definition around the corners for sure. There is no need to keep myself from going over 3000 triangles anymore. Might as-well create LODs for the house. @Brygelsmack : I useally work with stones that have less then 40k polys. Smaller stones need even less polys. You might wanna turn on…
Thanks for the support guys, its very motivating ! Yea, its for vertex AO and to avoid light bleeding thought geometry in CE3 :) Thanks man, I think that we briefly worked together about 2 years ago, I couldn't keep up with the quality that you guys were pushing on Airborn haha. Like Pix said, all I did was sculpt some…