I got linked from your other thread to this, and I've recently been having the same concerns with regards to keeping positive and all that. I'll drop back in when you've got more done. The lighting is what makes this piece I feel and I never got to terms with it myself and how to get it looking right within UDK. With…
Hey MrBFox, targa was exported as 32 bit, not sure about alpha is luminance, i'll have to look into that. I started working on some ground/grass/background stuff. First I made a quick and dirty grass to dirt transition. then i made it into a strip and extruded it to test it out Was pretty happy with this, so I added some…
what happens when you normal bake is that an imaginary light ray is cast out, per pixel, from your low poly to your high poly and then the correct angle of light where it hits the high poly is baked down to the texture on the low poly. because you have hard edges all of the light rays of a face are being fired out parallel…
When it cries for bad geo, most of the time clean up don't do anything... You press the button, no error everything looks fine in the console... but nothing happend. I even had a case where maya would just duplicate polys at the same coordinate when modeling (edge extruding) just for kicks, I had to redo the whole scene…
@Zlivingston if the camera is coming out of the robot's head and there are no indentation (like the examples posted by @FinnIsengardt and @philipp.bogdanovskiy why not make it a floating geometry? :O I believe the normals will bake quite well if you know what you are doing, are should it really be just one solid continuous…
Your attack on this scene is too simplistic. The current high detail meshes being used to generate normal maps are boxes with a few extruded boxes and edges being baked on boxes. There's not any real issue here conceptually, it's the execution. Think more about exaggerating your shapes in the high detail meshes. Go wild.…
Cactus On Fire: Thanks man! Tkail: Thanks, I didn't do anything special there honestly, and I wouldn't recommend the way I did it actually. lol. The proper way to do it would make a straight cylinder with a bunch of loops and extrude those ribs out, then rig it/skin it to the character and bend it in place via the rig. But…
To get a valid input on your poly budget you'd need to give us a rough idea of its intended use, ie.. Its this a sailing game and this the central ship? or is this some scenery in a FPS etc. Things can change dramatically depending. Try to have some use in mind when making it to set yourself realistic goals and…
oh yeah lol, i forgot to mention, because of the song Shostakovitch symphony number 9 finale its apparently banned in Germany. That's what they emailed me anyways. But i think they screwed up, because when i click the buy this on iTunes ad they attached, it takes me to a Leonard Bernstein album. Thanks for the crits btw,…
You can use the branch tool in the polydraw toolbox of 3Dsmax...it allows to create branches quickly by extruding face around the trunk or whatever geo you want. That way you avoid seams if you really don't them. You can also use that tool for the smaller branch, although you'll have more control if you create 2 / 3…