I was cheer for you in 2014) And now You come back with such awesome work! its really gorgeous, my favourite work in all the entrances - really, good luck(again))! In weapon i like F And in Shield B - because they will look awesome without details - as low poly need. Love their silhouettes
Hmm, as much as I like what CDPR (and PI) does, that fight sequence made me cringe. Has it become some kind of universal rule that combat can't be spectacular if it doesn't feature excessively dynamic camera movement and slow-mo moments that feel like they belong in B class action movies?
This formula might be useful. Not sure if it's more efficient. max(abs(x-y)*-z+1,0) x being your texture y being your desired b/w value to mask z being the steepness you want the peak to have Just shift around the y value to your desire.
I have an idea. I'm at work, so i'm documenting it here on this thread. To use when i get back to my home. a. I'm going to not smooth the low poly and see if that makes any huge difference. b. if that doesnt work, i'm going to zero both the high and low poly on the grid.
Polycount Wiki, always a good place to start: http://wiki.polycount.com/CategoryEnvironmentFoliage?highlight=%28\bCategoryEnvironment\b%29#Category_Environment_Foliage Honestly, I say gather some ref and crank it out yourself, its the only way to really get what you want to the specs you need in a reasonable amount of time.
Some Statements from a Game Informer Interview with Tabata: Full: http://www.gameinformer.com/games/final_fantasy_xv/b/playstation4/archive/2014/09/21/tabata-interview-final-fantasy-xv.aspx I guess we won't see this game earlier than Christmas 2015 (which would be tough) or spring 2016.
I learned ctrl+b (to toggle bg color) or something like that after using Maya for 5 years. Very humbling. But yeah you just get in your workflow. I've used Phoshop since 1993 and I'm sure 70% of the things you can do in it I have no idea the shortcuts.
easy way: if you're using MoP's 4:1 example you can either: a) just box map your model at 128x128x128 (if your texture res is 512) b)make a cube, box map it at 128x128x128 and throw a checker pattern on it, then throw the same pattern on your model and eyeball the checker sizes.
Nice pimp on ur B-day no less. Really like the top character and you say one month on these guys looks good to me for a months work. Not too fond of the last 2 idk if there statues or actual characters. Maybe it's the statue liberty green texture material going on that makes me think that.
I swear Halo 3 was an MMO. "Fuzzt... Chief you need to run to point A and retrieve an item, when you have it, return to point B.Then go to point A again for the hell of it, and then back to B, oh then to A again... after doing this 40 times we'll give you a mount I mean warthog"