thank you very much guys. so far i tested hight blend and by pushing the plaster it works quite fine for the first approach but i think i will also work with pom floaters and decals. Maybe i also try sth with cutting parts out and using different ids together with decals to get good edges
23 since.. 25th of April and job since August last year. though not games related but more rendering for ads and stuff have been modding wc3 for about 4 years before that and had a bit over a year pause (studying something totally different and having a gf didnt let me have time anymore for my hobby then)
hey thanks again guys! VERY HELPFUL comments! ill definitly change those things! give more love to the skin parts. i tried another look for the face. like a extremely dried/burned scaling skin. i think ilike the pattern and will use something like this for othe skin parts. thanks again for following :D
I decided to necro a 3DS-related post instead of create a new one. Today Nintendo announced the launch day for the 3DS in Europe and North America. (March 25th in Europe, March 27th in North America) In the U.S. the 3DS is going to retail for $250. Anyone still going to pick one up at launch now that the price is set in…
Im so happy for you miles. I we both have baby girls with the same birthday! My little princess was born july 7th 2002. It's so funny how a little life can change yours so drastically. Congrats Miles, I hope she's getting nice and fat. (your daughter that is not your wife )
yea next friday sounds easier........I wish we could push it back just 1 more week behind that.....my buddy/cousin from FL is moving to WA and he is flying up on the 25th.....I would have liked him to meet some Polycounters as some people here. (hes in the games field as well)
In max you can simply throw colors on different pieces of your highres, and then bake a diffuse map as well. Then select color in photoshop to set up layer mask. In modo i'll just take an image, give it 4 colors, and just planar map certain sections to each 1/4th of the texture, and then render out a diffuse map in Xnormal.
I'd still recommend passing normals from app to vertex as float3. because its very "unsafe" what the 4th coordinate might be. Most applications feed normals as float3, and the w coordinate is filled by driver (many cases 1.0, but it can be "undefined" as well). struct app2vertex{ float4 position : POSITION; float4 normal :…
You can get this into a 2k map easily. You basically have everything in 1/4th's and can easily overlap. Great work on the high poly. I'd keep in mind where you sculpt as you may need to only sculpt one element of the weapon especially in areas of uv overlaps. Just be cautious of repetitive details. Nice work!
Thanks guys!! It's been a very bumpy ride, but I'm stoked it's finally done. It's in stores in the US on Wednesday the 15th! KDR, the battery life is on par with other PSP titles. The most severe battery drain comes from the UMD spinning up, which doesn't happen that often with us. Don't worry, Sony knows what's up with…