Looking good but not quite low enough for the DS. You're more in the Half Life Quake2 realm right now, kind of on track for the PSP. Remember the DS is more of a 2D flatform and is thankful when it gets to push a few polys but its hard work for the lil unit. Lowering the poly count: - Rumbles red shin detail, could be done…
Comments: @Jackablade: Yeah I darkened it up really quick, but making it more matte will take a bit longer, ill try and work that in later. Thanks. :) @Alberto: Thanks dude! I tried it and it was really distracting. Definitely drew attention though. :P I'm going to go back and try to rework the texture to read more like a…
Muchly good work! Well, i'm not sure if i'm doing it right but when i use xNormal with the high and low poly versions te result is all choppy. When i looked closer it was because the resolution on the low poly mesh was far too small and it was causing little arcs of detail instead of planes so it looked off. I decided to…
Hello all! I'd thought I'd share with you a personal project of mine, with the ultimate dream goal being to work on it throughout my last year of college in hopes of having something tangible (and fun!) to turn into an indie game. A quick overview of Salt War is a multiplayer, third-person shooter that pits two teams of…
Hey guys, I've recently joined a company out in Asia which specifically utilizes the Unity Engine for Mobile Games Platform. They have loads of restrictions so they've naturally chosen to go with hand painted textures / no lighting for the most part on all their releases and likely upcoming releases. My problem now is that…
This is a super general question, and I know there's no real true answer to this, but I think it's important to keep asking this from time to time. Google gives me very outdated information if I try to do research from there, and with any luck we might be able to help people like myself with this thread for a while. It's…
We have a Customization System Dev Update #13 Over the week myself and Andrew worked to implement a character creation system that will randomly generate different armor configurations for different units upon creation effectively allowing us to give bit of randomization to newly built units. Aside from that we started to…
So after taking a look at my own models a day after I noticed a few things i didnt like and wanted to improve on so without further ado: 1: The blocks are too bland for my taste and i wanted to increase the colors on them. 2: Same as the above point. They felt really flat and i wanted to up the edges a little. 3: Due to…
Towards the end of the modeling process I started to think of my final illustration. The last few projects I've done, I've taken them straight from Zbrush to Keyshot to render passes, and finish up with a paintover in Photoshop. This process has been popular for a number of years now and can be quite liberating in…
Basically: Yeah, they're about the same thing. A normal map stores the slope/tilt of each pixel in the texture. A bump map stores the simulated height of each pixel in the map. The renderer has to then convert these heights into slopes when it renders. It does this by comparing the current pixel with all it's neighbors to…