If you want ambient occlusion you should render just an AO map. The default scanline render-er doesn't have AO so you need to switch it to Mental Ray or some other render-er like vray. Or use an external baking program like xNormal. Or if you have a normal map you can use several photoshop plug-ins (xnormal comes with one)…
hello; thx ;) - Also with the CA01 (Cyclops android Num 01) and in this time I focused on refining a few parts including the backs of the machine, and also I attack the arms, and as you have seen there is a cartoon effect in my last image. A very nice effect that I like, under ;) Vray. Im waiting for your opinion, it just…
I thought crunched was only in package size not video card memory? edit: found the documentation here http://docs.unity3d.com/Manual/class-TextureImporter.html Crunched Crunch is a lossy compression format on top of DXTR texture compression. Textures will be converted to DXT when uploading the GPU at runtime. Crunch…
Right. The point is that most renderers and engines treat reflections and specular as different parts of the shader. For example the 3dsmax standard material. Even with vray or mentalray you can seperate specularity and reflectivity, but then it gets physically inaccurate. Game engines currently dont have real specular…
Oh! Well when you said Ape Escape, you didnt say that you meant the second one. The first one is indeed for PSX. And PSX often makes for en excellent example because their hardware was very limited compared to moderns stuff, so they had to get creative with their approaches; and sometimes their solutions were the best and…
Looks great! Yeah I would try to shift the tiles a bit apart so they do not start to merge together. As for the stones you need to keep tweaking the levels node to shift the values a bit higher. One thing I might of not gone over the tutorial is maybe try to shift the cracks so the cracks do not go over into another stone…
"You only have 2mb for textures" ... Not really, you should have whatever memory is given over to textures in the engine, cos its actually too slow to put them into vram. It all comes down to memory on psp really, and what you can wring out of it : it'll render far more than 25k polys (triple that) but that amount of…
Thanks for all the advice. Torchlight: This character isn’t going to be imported into Torchlight. It’s purely an attempt to Copy the Style. Setting this Character up for Torchlight would mean separate textures for the Head, Body and Armor. And a 256x256 resolution which for me @ this time was to hard to make look good.…