Remember what happened last time you consistently ignored solid critique? Go to my website. See that? "Page not found" do you think I have a job in the industry? Probably not. You're right. If you manage to navigate to the only piece I have on there, notice the belt in the wireframe, probably the least detailed piece in…
Sure: Its all terrain layers, nothing special. Just POM enabled. No decals yet. In 9h Im back from work, so I'll make texture samples, so you will be able to see what textures Im using. Check thread tommorow.
I noticed this: http://www.scriptspot.com/forums/3ds-max/scripts-wanted/script-auto-baker-automated-rtt yesterday, and something else: another way to isolate, meshes before baking is to set parameter in th rendering command: and use select #{baseObj, pairObj} before that
Ok, this is just one uv channel (Diff). In th eimage you can see my 3ds max UVW window, Below that the export settings I use to get it into UDK and next to that on the left you can see the UVW window inside UDK. No idea what is causing this now. Cheers
yes the reason is you cant just overlay a normalmap... you need th right math to do that... and mudbox isnt able to do that... you need a special tool like nDo to that kind of normalmap blending... http://dev.quixel.se/ndo http://blog.selfshadow.com/publications/blending-in-detail/
I gota agree with rick on this ... i was gona post a comment about black hawk down .. ths shouldnt be a big deal , no one has to play it ... and if ppl are changed or harmed by playing this game then we have somthing worse to worrie about ... apart from my spelling
I was hoping to reduce the bone count cos even if they all have 10 bones, on mobiles 50 bones + 20 bones on main character is not feasible. They can use the same controller but still dont think I can have 70 bones in th scene on say a 2 year old phone.
Your outlet UVs use only 1/4 th of the height of your map, make it use the all UV space and use a 128 px map (512/4). It will make the same textel density with less maps. Consistent texel size + Maximizing UV space = less map = Less memory
Yeah just slowly remove the loops you don't need. Just use some tools like selecting every n-th edge (for example every other one) then loop the selection and remove the edges. If you really want a proper low poly and only have this obj there is no easy way out.
th eproblem with the model is that you only made the normal map for thembossed stuff on the handle and then did the engravings on the metal.what i would like to see would be the hipoly for the whole model so that those sharp angles would not be seen. cause you know. that's thewhole point of making hipolies