Really cool updates, i like the newest one especially, if you want ideas (though you probably already are looking at some) The Asian artists on the station who do hand painted works got some nice looking stuff you could use to reference for general ideas to "enhance the textures". For me the textures are in a decent spot i…
(Oops, yes, you got it.) Gloss controls how wide the specular highlight is. Gloss is the same as Specular Power. A high gloss value (generally, white in the map) means the highlight is small and tight. As you lower the gloss value (generally, as you go darker in the map) the specular highlight gets wider and wider. At the…
It's not good practice to simply grayscale a diffuse and feed it into CB. You'll need an actual height map so that CB can generate an accurate normal map based on that bump data. Though, looking at your diffuse, it wouldn't take much to turn the diffuse into a workable height map since alot of the depressed areas are…
Right. Power generator.. now comes the interesting part of graphics. Can you somehow make it look like it actually functions? Cause I think that is what it is all about. How does it generate power? Where does the power go? What effects does generating power have? And so on... if you can answer these questions you should be…
@stickadtroja For what it's worth I agree with you (regarding this thread). However, others may not as this comes down to "How general do you like your general discussion?" For me this thread seems inappropriate because: - Lack of a broader context (why am I here?) - Lack of content (No explanation given at all, seems like…
Thanks for the response. The original problem was that the textures weren't flipped. After flipping them I was able to generate base textures earlier... but now whenever I try to generate base textures in xnormal, the texture comes up as solid colors. I have no idea what's going on. I ensured that I was using the right…
Yes, I typically let Unity generate the lightmap UV's. If my object uv's are good it generally does a decent job. Great information. My initial test switching to object space normals had positive results, but in practice it didn't work out and I'm still having a hard time. Some questions... - What additional settings in…
[ QUOTE ] There's your answer. Change your units setup so that 16 generic units = 1ft. [/ QUOTE ] That makes sense, finally.. So I am 'considering' to switch my 'system unit'(with 'Generic Unit' for display unit) as .0625 ft (which is equivalent for "16 unreal units to 1 real-world unit(=i generic unit in 3ds max) ratio")…
How can you dislike a movie just because of Ben Affleck, considering the fact that Ben Affleck isn't even in the fucking movie!!!? And I wouldn't consider that a generic alt rock sound track. Tool and APC have made their mark by avoiding the generic label. Good choice for the trailer I believe, but not sure how the song…
sorry haha. basically, me and some friends are disappointed in how some of the special characters are presented (not all, though). examples would be... Teclis looks like a generic archmage. Eltharion looks like a generic swordmaster, Morathi looks like a generic witch elf etc. so someone asked if i could make a WAR spec…