Oh, that is a VERY old Xnormal tut from a while back. Things have changed a bit for me since then. I am planning a full Normal mapping 101 course in the near future.
I begin to think i regret wasting however many years of my life it was on MMOs but then i remember " Time you enjoy wasting is not wasted time" and try to improve for the future instead
There is some really nice work on this update! It would be cool to see some more low poly in the future as that thread doesn't seem to get much love considering the amount of awesome stuff on that thread.
Ok, I think after playing with the thickness and bevel sliders together and seeing how they effect each other, I have a better idea of how to get the results I want in the future.
Here is what I am currently working on! A paintover I did to show where I want to polish it. :) Can't wait to get this guy done! Feedback appreciated on any of this and on future updates!
The more I look at modo, the more I think it's the future over max and maya. It even has intuitive native colorspace management ... so many good features, implemented in an intelligent way.
That must be a terrible experience. I highly recommend castor oil for joint pain, very helpful in any pain that you may feel. It reduces and it relieves any future possibilities of joint pain.
Agree i am also closely looking at Houdini future iterations and once they really match the modeling capacity of max i will gladly switch for 299$ a year you cannot go wrong!
Thank you very much for you're c%c's. As for now the level design is officially 'finished' per-say. But I can see myself adding these in the future and breaking the repetition. =] Thanks again!
Thank you Carlk3d. This is an interesting point. I try to get a better contrast between the shiny parts and the rusted metal. They look very dark at the moment. I try to do that better in the future.