Hey, I'm using ver 1.8. What I mean by reduced resolution is the working resolution in the base creator panel. Issue #1 When I set the work resolution percentage low and then use the export function it saves out the working res rather than the full res. Issue #2 When I hit the export button it brings up the photoshop save…
On the subject of lighting, by 2013-14 whose to say we don't just get a much more dense and efficient version of the (already existing, tested and usable) Crysis 2's LPVs/Irradiance-Volumes? There is already quite a lot of lot of work being put in to a variant of it: "Interactive Indirect Illumination Using Voxel Cone…
Well I've barely started playing this game and a few things off the bat... So I thought this world of this game was really cool and I wanted to be emersed in it, but getting a cut-scene before a multi-player map wasn't exactly doing it for me. I was so detached to the world and the only thing that had a chance to keep my…
Hmm, the first thing I see is a blogspot website that asks me to enable cookies. Not the best thing to start off. Also im not sure how blogspot websites can look, but the template dosnt look particulary great. Maybe look around for some others. Try getting alteast your headliner with your name etc in a nice font and such,…
Hi. Thanks all for the reply. My goals are: -*- Clean wireframe, no artifacts on maps. is to create clean model, A quality product that i can show with without the fear to my potential employer. -*- Get much better with High Poly in Zbrush. create a prop using techniques suggested to me by @Zi0 and presented in full by…
No booleans or baking or anything. I drew the sheet in PS and ran it through XNormal to get the normal map. The models are just LP geo unwrapped to different parts of the atlas sheet All of these are a single UV channel because Marmoset doesn't let you do layered shaders or UV channel shenanigans (yet). This kind of…
UE3 does not render passes of the full screen space to framebuffers independent of lighting and then recombine the images with lighting as a post-process effect, which is what most people mean when they refer to a deferred rendering game engine at this point. The primary advantage of a deferred lighting system is that it…
This past week I've been focusing how to create normal map bakes in xNormal. I have not created normal maps outside of zbrush so I have been experimenting with different methods. A few notes: Large flat planes on my high poly ended up giving weird normal artifacts so I threw in a couple edges loops which solved the…
Hey Guys , really sorry for the late reply. For some reason I dont get notifications of new posts , so ive thought that this thread has been inactive. Ill have to find out how to enable them because its really annoying. Thanks for the feedback guys , since the last post I have really spent time addressing those issue with…
Yes, vertex colors for the win. Just divide large surfaces in some different polygons and you will be able to vertex paint them with great results. Take a look at Dragon Quest IX (NDS) graphics, it makes massive use of vertex painting on the scenery: Look at the fifth screenshot. Grass appears to be so colorful, with…