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…
Thanks mikhga :) Apparently its going to be 2048x1024 for each type of texture (diffuse, normals, spec) but it would be great to get an official statement to clear out the confusion :D
Looks great as always man ;) Though I would go easy with adding that much shadow in your diffuse. That's something you should let the engine handle to a bigger extent.
Awesome work man! I always love seeing your work. I gotta ask though, you seem to use a lot of unique texture space (like on the wood) that could be better utilized with stacked UVs IMO. How are you going to fit all these textures into the 2048x1024 total texture space limit? I'm assuming that limit is including ALL the…
Yes, it's true. I don't know about Arena Net's engine in question, but nearly all modern game engines struggle much less with polygon count than they used to, but they still choke up over drawcalls and shader complexity; the more texture maps, the more drawcalls. Those stack up. Realtime lighting is another issue too.…
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 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…