I think your edges are way too crisp- if you look at the concept, the overall feel is much chunkier and beveled. Especially the screen/antenna area, way too flat with thin edges. A big part of this is normal map resolution- if you look at the normal maps that ship with quake 4, this would be like a 256x256, or 512x512 at…
1) Normally you remove the akku/battery from the laptop if you gonna use it a longer time span with cable, as it would affect the battery negatively. So only cable is good ;) 2) If you gonna use the key from the laptop than you need to install the exactly same version as before, else the key won't count. You could also on…
Not bad for a first shot (mine were waaaay worse :) ) I don't believe scuplting out of a box is a good way to make textures. Some like to start with a displacement map extracted from photosources with software like CrazyBump or Knald and then start sculpting on top of the displaced mesh. If you want to keep a tiled result…
Here's the first pass ao bake. I had to go with xnormal as maya's native ao transfer maps is still broken in 2011. Can't believe they still haven't fixed that, they still don't support spread, and orthogonal reflection is disabled and there is no option to enable it so depending on the camera you are in the bake will look…
@HomeGrownHeroz - I tend to make my texture sheets like this for multiple modular pieces. I don't normally give extra length to the y (being 256 x 512), i usually save that for tree bark (since it is more in that type of shape). Also in the image, I would watch all the wasted texture resolution Tor Frick is wasting with…
ace: I think you can do something similar with a lot fewer offsets with a control texture or two. The bump offset nodes can take a range of values. If you use a greyscale height map as the input to a lerp then set a min offset and a max offset, you can get up to 256 levels of offset out of one bumpoffset node. I did this…
Yeah, for each unique static mesh you will typically need to make two sets of UVs. The first set of UVs will be optimized for your texture maps by various means such as tiling, stacking, mirroring, etc... in order to maximize texture resolution which makes them unsuitable for lightmaps. The second set of UVs will be made…
If they do so in games, then great! I just think it looks flat without shadows? Also it looks like skylight in 3DS MAX which kills the specs on the objects as you see, I want to learn more so please share your wisdom :P Ya every object has its own light map, some people told me if it will be for portfolio bump it up to…
Stertman, Glad to hear it! We really appreciate your confirmation :) Noors,Thanks for the feedback! The displacement map is based on nVidia's height conversion algorithm, which produces a pretty accurate approximation of the original normal. All the missıng detail you're describing is actually there, only not visible in…
Ok, round 2. I made a new texture and built a heightmap. I quickly realized that to avoid linear blending at all (giving me the sharp transitions that I want), the shader needs to be able to filter whole patches of grass. The idea to solve this is to collapse the whole grass patch into a single point coordinate, and for…