Yeah, doing depth from normal map is very wrong. As of laser scanners they can't do so detailed mesh Photoscan can. Not even close. My recent Photoscan model was around 800 mil polys per a few meters of a surface. In my experience photogrammetry based materials works so-so with Substance Designer/Painter. Both softs are…
I would like to become a pilot and have over 800 hours in a sim with complex aircraft with every failure implemented you could think of. You can learn how to fly nearly 100% by yourself, there are many people that could be tossed into a real 737 and start it from cold and land it 1000 miles away and also talk to ATC…
Thank you for taking the time to respond and yes, I basically came to the same conclusion. I've significantly dropped the quality of renders. Lower resolution and far less effort into each individual presentation. What took me 3 hours now takes me 1 hour. Nobody has really said anything just a few of the sales guys ask me…
Hey guys thanks for comments, My final aim is 80K to 100K poly count, I'm told this is the normal count for a main car in a racing game. Including the interior. I have never done a computer game car so thats why I'm posting up on here to get general game feed back. ( CandyStripes05 ) I probably wont bother doing the engine…
For LODs - plan properly and it wont be a problem You can still mess with normals if there's a bevel. The technique has its place (massive things with weird resource budgets etc.) but that place is not 'everywhere because its quick' and that's what i see an alarming amount of. My main gripe is that it's incredibly…
Thank you for the feedback everyone :) Urgaffel: I dropped the DOF from a kernel size of 4 down to a 2 and set it back another 800 units. You're right, some destruction on some of the buildings would look nice. The concept had some areas that suggested rebar so that would mean that severe property damage must have occurred…
First of, i love the design you made. Really sci fi with out going over the top! The roll cage was a good add to the door and interior. But i think you actually need something more, somthing like this? Don't want to be an asshole. But have you even tried meshes higher then 1-2 millions? I had a very similar setup a while…
remakes are definately quite not legal :) , spicing up the old game with new graphics cannot be stopped though, and there's quite some room to do so: a character in the original was mostly optimized down heavily to one single 128x256 texture, the artificial limitation is at 256x256 textures, but you can use as many…
#bigpostinc, I've updated the stand with a bit bigger shell and also moved it up a bit...think it's better this way :) Recorded an updated fly-through video; [ame="https://www.youtube.com/watch?v=fNmWV_qhhS0"]http://www.youtube.com/watch?v=fNmWV_qhhS0[/ame] Also here's a breakdown on some of the foliage. The plants painted…
shader is too optimized to have only diff/normal/spec/refl. however it's not as lightweight as standard material. what else do you need to know? I use max 2011 x64, outliner, textools primitive maker, pixel pack, and some other scripts or plugins. scene is about 80k tris/ almost 300 separate objects/30-40 different…