When you are talking about texture if you mean diffuse / rough map, it can be use on your high and low poly model. I mean if you want to do for exemple a hero Character for a full cg cinematic, You'll first create your model in Maya / zBrush, then you'll bring your mid-rez model in Mari ( enought to see where are stuff )…
Remember that whatever materials you apply to your high poly will also be captured. Normal, spec, diffuse they can all be captured. A lot of people overlook this and capture just the difference in geometry. So taking some time to do some basic materials and unwrapping on your high poly can get you a pretty good start on…
Thanks for the reply MM. I'm still working on the textures, I hope that pushing the diffuse and specular will make the clothes better. Are you saying that the style/quality of clothing is bad, or just the unpolished way they are now? As for the problems, I took some images. It is the black 'smudging' which I am having…
This is a basically complete clean texture. I haven't applied any grime whatsoever yet. Maps (Originally 2048x2048) In order to save UV space, the left side "FARA" intake warning and the numbers on the wings are actually separate objects, slightly raised above the main mesh. They are cut straight out of the main geometry,…
Indeed, but the vegetation models in Crysis are badly optimized. Aim for the Crysis look without the Crysis' waste of tris. Also, Draw Calls is displayed as DP: 2038 (or some other 4 digit number) when r_displayinfo is enabled. Yes, arranging the planes is definitely a pain, but finding the best way to balance visuals and…
The front window is also more rounded on its corners in the concept than you have it in the model currently, the cherry is larger as is its stem, and the cone is a lot less tapered at the bottom as well. Also, I'm thinking Vitor is right with the test being similar to current next-gen racing game specs. Also let us know if…
Rebaking normals from the low, if your normals are synced up properly isn't a bad idea. You're more likely to have all of the details line up if you bake normals, diffuse, spec, and gloss from the lowpoly than if you bake the normals from the high (you may get projection skewing/errors with a lower resolution third person…
1) Clone the polygons touching the seam. 2) Re UV the polygons that you've cloned onto a map thats larger than the original. 3) apply a push mod of 0.1 to the cloned faces. 4) render to texture (diffuse) and throw that in photoshop. 5) you'll see your seam in the rendered texture just paint it out with a clone brush. 6)…
With all those cracks, I'm surprised the whole nose is still there and perfectly round. The iffy form might be forgivable if it fits the ancient architecture of the environment you're planning, as oldschool rock carvings aren't always known for accuracy of form and proper anatomy, but otherwise I'd say it's something…
I looked at some pics of M. Reynolds and I think it'd help your model if you stick with his shirt design and material. His shirt is just not what I'm assuming is red or brown (sorry, color blind :P), he has seams going across and buttons. If you match the colors of his pants and shirt, it will also help it read better. You…