Yes. Go look at my ue4 cga shader / designer cga filter posts to see the results. It's totally doable but a shit load of work when you're dealing with a lot of colours (like 256) - which is why I stuck to the cga pallettes (max of 16, usually 4) Is it pointless? Yes. Is it fun? Also yes
A'ight! I'll go back to the model and remove some geo from hidden and small parts. Will try to get the rifle+mount down to 25k. Did most of the textures in SD, so as long as I don't change the model too much, The textures will still apply.
I think one of the few holes is the 25k poly limit it has meaning you can't bake in Maya. It's not really an issue because I know a lot of people use xNormal anyway, it's just a little hitch if you want to keep the pipeline as inclusive as possible
I've also tried using a gradient map layer to confine the colours of the ID to a strict group of preselected colours ( all created with RGB values of 128 and 255 ) but again I can't get the positions correct by eye so theres some odd colours appearing
[This post has been moderated. Larger than 1000 pixels. Please read the first post, top of each page] Trillodrone, half trilobite half roomba. https://cdnb.artstation.com/p/media_assets/images/images/000/157/943/medium/Trillodrone_consculpt_01.jpg?1511894563">
I added myClass = round() At the end of the script but it still don't work. * I actually do a face selection * Run the scipt * get this error : #Error : line 1 : ZeroDivisionError : file <Maya console> line 217: float division Passerby how does it work ?
It's been a while since my last post, so it was about time for an update :) So here's what I got so far, textures and shaders are WIP. The model is around 25k triangles with gun but without hairs. Rendered in CryEngine : 3DSMax viewport, only normal :
Google bought this software (Keyhole) some time ago, glad to see its getting popular. http://maps.google.com uses that technology too I believe. Go to the shore of California, theres a lot of ships there and a few come in from just 250' away at a crisp resolution.
I'm putting the final touches on this piece and am looking for some critiques. What is the best way to present this guy? Does the pose need fixing at all? c&c would be awesome. He sits just under 25k tris, and has 3 2k materials.
Sorry about that and I guess it was a good call I posted sooner than later ^^. Added, your concept will have a hard time fitting into 250 tris limit of Lod1. Atleast, imo.