Thanks for the replies so far guys. Earthquake: so I guess my problem is that the normal map isnt a displacement map so you would always have to model out anything that can be seen in silhouette at least right? So is it safe to think of a normal map as adding to the surface details (roundness, depth or whatever) for…
I would revisit some of the modeling, some areas on your model are very flat and the edge seperation is not there on a couple pieces. There are a few spots on the tool itself that are a flat areas The knife can use a couple more support loops and bended down to make the actual blade part. The right side look like it all 1…
I am a developer on Stingray, but I can't speak about future plans or pricing beyond what is announced. - No real-time GI. We have real-time SSAO and Beast for baking bounced light etc. - Not sure what CE3 is, but if it is the video I saw on youtube, then for the most part I don't see anything in there we can't do. Not…
I'm particularly interested in seeing how you tackle the eyes: I've seen people use spheres some times, but for the "manga look" they often take away a bit from the original shape of the eyes... Some people use just textures as I understand it, on a surface (I'm a complete noob, so I apologise if I surmised something…
There's a few things that need an additional pass. The rocky ceiling looks too flat and smooth surface detail wise. Photos of the location has the paint a pretty solid and uniform red, and not the mixed dark red and red that you have going on. The paint in general could be a bit more glossy. Your reflections look a bit…
At this point, I have no clue about whether or not we will be releasing tools to unpack textures and other content. My guess ... probably not. However, others have reverse engineered our previous games, so given time, that may happen. We painted our normal maps in grayscale (actually RGB, not true grayscale). We used a…
Typically a detail map is a smaller texture (say 256x256) that tiles hard across the surface of your model with a high texel density. They are used in next gen-shaders togheter with a bigger size diffuse or color map for variation. u blend the two textures togheter in the shader (say multiply the diffuse on the detail)…
I personally like to use custom brushes for getting the surface right. I usually have a base colorlayer then make several overlay layers and paint with either white or black depending on if I want highlights or shading. Last time I textured a character I painted the basecolorlayer as well with standard brushes.…
Well the main surfaces will be pretty easy. You can start with a box, and begin fitting the vertices to the shape of it. See the "how u model dem shapes" thread if you need help getting the surfaces. You'll probably wind up using subd modeling so you should look up tutorials on the basics of that. There's a good binocular…
Listen to Cholden, he's rarely wrong. I think your stones are all too bubbly. While the mayan ruins are very old, they don't get rounded off as they degrade really, and most of the stones were made cut very precisely and flat. That's the top of Chichen Itza. The stones of the lower wall, while not being in any traditional…