This literally makes no sense at all. Left unsmoothed to get a proper bake? What? Never have I ever heard of anyone not smoothing their high poly model to get a proper bake. That is the whole point of making the high poly in the first place. To give the appearance that there is more geometry and detail in the lower poly in…
I agree with what Phaeton says. In the way that having them all laid out is a lot easier, and its less clicking and waiting. Cause now you have to click to what you want. Click on it to get to the page about it, and then click in the picture again, to be able to see it fullsize. I'd imagine people would find it to be a bit…
Thanks for all your comments and especially bbob for the paintover, I tried to take as much of what you all said into consideration and alter the design. Been through a few possible versions so i thought it may help to post them here; Comparison bbob vs gcmp v4 (logo looks better but...) v5 (least favourite) v6 (favourite)…
The character system is a little weird. Basically we have a max of 4 material pages per creature. Each material gets base/spec/glow/tint @ 1024. These all get compressed down to 512 in-game (I imagine they'll be able to have them at their full res at some point down the road). None of these texture pages tile, so we have…
[ QUOTE ] If what I've read so far truly is all there is to know about the Revolution they are fucked. Nothing that revolutionizes gaming. Hell, nothing my PC can't do better! If that's all they have they can just as well give up because there is no need for their "revolution" in this world. Hell, first they talk about…
so i got a few more assets.. i had some extra time today to render out a few, but it seems that for the next few weeks ill only really be showing completed (lowpoly textured) objects.. but figured id show some sort of an update. ill have a few others done (highpoly) by the end of the day. enjoy EDIT! let me add a HOLY SHIT…
Hey again kungleo You sound like your in the same kind of position as me,self taught artist,going for the games industry having completed a couple of short sharp trainning courses and basically need a confidence boost and more direct help as to how to go about doing things.....familiar? . Anyway best advise I can give is…
[ame="https://www.youtube.com/watch?v=vqsaqS9_NoQ"]youtube vid[/ame] Handed this in, not many people have been able to tell that the shield is CG but most catch the sword. Guess that means i'm getting better haha.
Well those are just the standard curves stuff. In max, you can do all these lofts and blockout shapes with clean UVs all starting with simple curves and you just end up choosing whether it becomes a polygonal mesh or a nurb surface when you commit. So You can do lofts and things like that directly into polygonal meshes.…
I'll take a stab at this... 1 - Open Knald 1.1.0. 2 - File > Load Baker. 3 - Under "Bake Meshes", load your High Poly mesh and Low Poly Mesh. 4 - Under "Bake Targets", select the map you want to create and hit "Add Map" to add it to the list of maps you want to create. OR to quickly get a handle on Knald 1.1.0, just hit…