Here's the first pass ao bake. I had to go with xnormal as maya's native ao transfer maps is still broken in 2011. Can't believe they still haven't fixed that, they still don't support spread, and orthogonal reflection is disabled and there is no option to enable it so depending on the camera you are in the bake will look…
Wiki: "The UFC cage is an octagonal structure with walls of metal chain-link fence coated with black vinyl and a diameter of 32 ft (9.8 m), allowing 30 ft (9.1 m) of space from point to point. The fence is 5'6" to 5'8" high. The cage sits atop a platform, raising it 4 ft (1.2 m) from the ground. It has foam padding around…
Haha yeah it's still for a game so they can't be invulnerable to gunfire save for anti-tank rockets. Maybe plating it up in the front covering the face but not the rear or flanks, so gunfire can take them from behind/the side but not directly face to face? Like, 180 degrees of plating in front of the cockpit. I just really…
Might be the XForm. That fixes a lot of random things. I'll give it a shot on mine, and see if the problem goes away! This is what it's generating at the moment, after resetting XForms on both low and high mesh... it's doing the same thing exactly 180 degrees round the wheel, on the other side. Weird... So far I have…
Scoob: Hope you don't mind the minor de-railage, it's fairly relevant and (I hope) helpful! Bronco: The place I got my Sculpey from was the Newcastle Arts Centre, in Newcastle-Upon-Tyne. I've looked but can't find a place to buy it online in the UK. Doubtless there are other art shops which sell the stuff (probably one in…
Hi Polycount, Is there a way to fix normals like this? I usually don't care about normals like that as I would use a baked normal map on top of that to hide it. I was hesitant asking about as I thought it was embarrassing beginner question, but I just can't get it off my mind and cannot find anyone talking about this…
@Noren you read it correctly. however in my experience baking and display rendering engines are not always perfectly aligned. especially when you are using more than 1 rendering engine (one for rendering animations, and one for rendering real-time content(in the editor or a game engine). so you can't always count on them…
Update for October! After the dev.play conference I decided to work a bit more and expand the demo, as well as implement some feedback and ideas I had. "Demo3" is the final vertical slice I'm doing and I want to make a fully-fledged level as I always planned, with zero compromising. Here's what the map looks like now…
Thanks @Jakro hopefully I can keep it rolling! Definitely getting happier with the use of alphas, it gives some good detail to start with, most of it gets knocked way back with some polish, flatten trim, etc. but it should get picked up with some edge highlighting in the bakes and give me lots to work with in the painting.…
Thank you Ace-Angel for elaborating. Very interesting arguments you guys brought to the table. They talk about anti-aliasing issues in Section 18.1 of the Gpu Gems article and show some comparison pictures which look quite promising, however it's a rather small image so it is hard to judge and I have not yet seen an actual…