i think your overlay on the texture is too harsh, makes it seem noisy, when you put an overlay on take some time to work it in, and adjust it so it works with the painting underneath, instead of just floating over it
I have never noticed any difference for displacement. Photoshop seems saves only 16 bit HAlf float exrs anyway but 16 bit integer always worked fine for me too
I replaced the vertex cluster concept with Morph Targets. Much easier than figuring out vertex handling mechanisms. In the future, I want to use floating bones though. Thanks for the help guys...
LOD0 with 512x512 test bakes (final map is a 256x512). I might remove the additional floating tail clasp thing. I really like it, but it's gonna be difficult to fit it in the poly budget even with the LOD0 :(
Nvm, I've found the solution in an old thread in the forum, needed to apply a object ID to my floating geo and then set that number in the incl./excl. Object ID parameter of the ambient/reflective occlusion material. :)
Yeah. I imagine popular studios like Blizzard get tons of portfolios thrown at them. So the best way other to find studios (Other then well known ones) are the lists floating about?
I've just checked and seriously, that UI seriously looks freeakinshingly clean and intuitive! [ame] https://www.youtube.com/watch?v=qiYqDD9jZLI[/ame] I like how custom properties are floating dialog boxes.
If you're talking about floating geometry, I don't think it has any noticeable affect on draw calls or anything like that. Could be wrong though, just never heard of it causing problems before.
It generally doesn't matter too much. So far as I understand, Quadros have a higher floating-point accuracy than GeForce cards, which is only really necessary in fairly niche situations.
Thanks for posting! I was getting a little discouraged at all of the 'well, go make your own studio' remarks floating about last night, but this is an excellent wrap up. Polycount, you so great.