Hey dudes & dudettes, I'm going to be in seattle from the 5th to the 13th, just wondering if there were any polycounters that might want to meet up sometime in between those dates? Never been to Seattle so I don't know the area at all, and not an official thing either, just floating it out there!! Let me know!
If you can be fussed you could setup a callback to apply this material on object creation. I'm sure there was such a script floating around but I cannot yet put my finger on it... Aha! it was the wonderful PEN - Paul Neale, 3ds max rigging guru: http://www.penproductions.ca/scripts/autoMaterial/autoMaterial.htm Take a look!
You can add some floating geometry on it with decal and transparency mask OR just select mirrored polygon (modifier must be applied) which is supposed to have decals on it and place it somewhere else in UV space. Quick example of what I meant (ofc, you'll need better layout than mine :P):
http://www.rockpapershotgun.com/2011/04/20/portal-2-in-4-hours-the-steam-timer-is-a-lie/ Game is much longer than 3 hours, especially if you explore all the areas. Great game, finished it today. Loved the gel puzzles, although the floating beam things really tripped me up.
@Oniram - These photos are great, thanks for the link! Big eye opener as to how grungy these places can get. @Santewi - Thanks for the clarification, that definitely clears some of my technical questions up. I've seen a couple links about PBR floating around so I guess now is the time to check that out!
I prefer unwrap peaces separatly and then combine in a few uv sets - major parts and floating geo. But you need a lot of optimization before you start uv-ing. For example all those bolts, buttons, pannels etc. should be on normal map so you dont need it on low poly.
I assume you are using them as floating Geo to bake to a normal map? If so, then they don't need to be inside the model. The bake will project the normals onto the low-poly and it should look seamless when the NM is applied. Just make sure the floaters aren't overlapping(as in your image) as this will cause errors on the…
looks really nice. i agree with wirrexx about the water reflections, atm the statue looks kind of like it's floating and the water isn't very believable. also maybe some nice volumetric lighting beaming in from the sunroof would be cool too and perhaps add in some vines/foliage growing down
I love it. But i would think about the brightness of the wall IN the left "tunnel". For me it's too bright - it looks like there would be an big open entrance where sunlight is floating into the dungeon. I would make it darker and as light source i would choose a scary green or orange light from a fire.
I'm just gonna type something. Don't want to miss out being part of this thread. Belias....you sir or madam are a Legend! I first witnessed Anubis in a gnomon competition many moons ago. There's not enough Fonzerelli kids floating about in artwork these days if you ask me. More please :)