I left the Gothic 3 team 10 months before the game was finished, but I know that at the end of the production the team still had some problems with the new engine and so a lot of detail and some features has to be cut down. A lot of textures has to be scaled down, especially the character textures (but I think the…
Nah, thats not the problem. I have a nvidia card Geforce Quadro 1700 with the most recent drivers. Although the problem is also occuring on ATI machines as well. Where I get a transparent mesh, ATI users get a pure white mesh without textures. Same problem just different display. Cheers anyway
Lol, what is this, the Twilight Zone? It's an eternally looping thread of people repeating each other. There's about 17,000 comments in here that point toward UV squaring off being much more applicable to very low res assets, so I think that point is pretty clear now!
UT2004 doesn't natively support normal maps. So the zbrushing would be rather pointless unless you plan to bake a texture down or something. I gotta tell you that it doesn't really look anything like the nali war cow aside from the general form. Just look at the original model. The face was more bat-like, the hooves were…
I'll just say something about diablo: Do you think yours looks like This? (not the original, well well) If i had to say I would say yours is a lot bulkier than the linked one. Here is the rest of him and the links ect,ect. http://www.zbrushcentral.com/showthread.php?170805-Diablo-(Realtime) You in luck though because your…
Quixel Colors 1.2 script does not work right in 3ds max. When I apply the same material to different parts of mesh objects one by one then it creates additional sub-material instead of instancing of existing material. Another problem is that final Multi/Sub-Object material does not keep names of applied materials. Instead…
Hello again, ive done a low poly and baked some normals to it. and here are the wires. (not sure how the do this in Blender, just took a shreenshot in edit mode) It has 1722 polys, not sure how much if converted to triangles
I'd advise against using Maya's transfer maps for baking AO. You've already come across one problem which is actually caused by the way Mental Ray generates AO. Whether your low poly is inside, outside or a mixture of both shouldn't be a factor when baking. Mental ray (wrongly) includes the bake target (i.e. your low poly…