The first thing i saw was the seam on the ground(the road). Not sure if anyone else had caught that but it's the first thing that i saw. The vert blending texture on the buildings looks pretty bad. It looks like oatmeal and not dirt. I would say not to do such a contrasty texture for the vert blending on the buildings. I…
[ QUOTE ] You will pretty much want to read this: http://www.behardware.com/articles/619-1/updated-survey-13-lcd-20-5-6-8-16-ms.html It's a bit dated, but it lifts comparing out of the realm of nutty numbers stated by manufacturers. tokido, Your dell probably has an IPS panel, it's a little slower, but your screen doesn't…
funshark: yes i agree if the sorting is done correctly you don't see any border at all. However that is assuming you have to do any sorting in the first place. The problem here was that the converter it did 2 light checks instead of 1. So first applied was a ambient which was pretty dark. Then on top of that there was a…
Yes the public doesn't seem to care about the shadow in shadow problem. Heck, gears of war didn't even have shadows in the environment and it's rated top visuals ever. I should also clarify that when I say shadow in shadow you don't really want a secondary directional shadow you want occlusion. Like Rick said people don't…
Well, waht kind of engine is it? Can you have lit alpha tested stuff? What kind of alpha blending does it have, if any? Can you have large groups of alpha blended polies that draw in the correct order or is it strictly alpha tested only? Can you have sprites and tubes? The way I have my grass set up in my engine is a…
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I've watched the new tutorials posted, and read the documentation on FX-maps. Though It really..barely..even touches the depth of them? I am just extremely confused on how to use these FX maps, and they're the base of creating some great substances. I understand a lot of it has to do with creating dynamic complex…
Hey all, ran into a bit of trouble here. So, I was trying to create a leather handle wrap material and I've come across a problem here at the end. I need to be able to use triplanar blending to get it to look nice on my sword hilt, but on trying to do triplanar blending right before the output nodes, I end up having my…
I've been using biped and mocap data awhile now, and it works great for making game animations that usually are small loops and such that blend in-game for character animations. I have yet however, to find a good workflow for using mocap data to build entire scenes, like a pre-rendered battle sequence, using existing biped…
Hello again averyone, I've stumbled onto another issue. I'm not too experienced when it comes to Ambient Occlusion maps and game art making. Some questions: What do I do with my AO map? I've baked the map, it looks good, and it looks good when put in the Diffuse or Specularity slots on my shader in max. But then what? This…