I feel like people dismiss Notch simply because. If the information you're reading seems plausible, informative or educated it shouldn't matter who's saying it. At least the videos and info he presented is a good platform for you to do your own research. His point was this, which I think anyone can understand and agree…
Cool problem to have! Hard to read your post since it's a giant block of text. Break it up into paragraphs. Have you looked into converting the UVs into mesh space, flattening them out, then projecting onto that? The trouble is going to be how to make it seamless across UV seams. I would suggest looking into 3D procedural…
Thanks @carvuliero for the reference images and suggestions. I'm more confused about the purpose of silhouette rather than what it actually is. So what you're saying is that it allows us to easily break down the object into base forms? Or checking the overall outline of the object at certain angle? I've read somewhere ages…
there are so many ways to approach this, I think you should do some heavy research and experimentation, I suggest reading up on it in the Polycount Wiki. It sounds like you're new to environment art as well, so don't expect it to be easy. the majority of environment art involves tiling textures & going outside the 0-1 UV…
Define your calves more, the muscles are just reading as one big mass. Clavicle needs fixing, there's a couple of corners you missed. Good start, keep rolling. Put your reference imaage into Spotlight in Zbrush and pop back and forht as you're sculpting the face to make sure you're nailing the major forms. Also, drop down…
I just did a quick eyeball model+nm, and a shader modification to test this out, and I think ideally you'll want a custom shader for the eyeballs. Essentially you're doing a double specular. First specular will use the normal map with the iris indentation, and the second will use the vertex normals. And... that's pretty…
i tried to get back to xnormal after a after a long break and i'm encountering an error. when i try to generate maps xnormal reads the hipoly file, starts calculating geometry and then "pls, set any hi poly mesh visible" message pops up every time. there's only one hi poly mesh and it is set to visible. i googled that…
Yeah but isn't static batching available in unity pro only ? or have i misunderstood what they wrote in documentation ? <- I'm basing this on the fact that if i tick Static in the inspector window nothing happens ?? However, after reading about batching again I've just noticed that multi-pass shaders break batching... i…
ysalex, what you were doing before sounds near perfect. I enjoy doing light manual labor, facilities management stuff as long as there's no obvious hard deadline and the people I work and interact with are relatively cool. I was a Facilities Assistant to a Facilities Manager at uni, and I rather enjoyed that position. It…
Hey all, thanks for the replies :) EQ is right, I’ve confused the ideas here a bit, still have a lot to learn about this process. I’ve decided it would be a good idea before going the Xnormal route to try using transfer maps in Maya and get good results from that first, but haven’t had a lot of luck with that either –…