I'm sure my advice is far from "be all/end all," but I'll give it a shot! 1) A Breakdown of the theory behind Parallax mapping Parallax mapping is a technique for real-time approximation of displacement mapping. Each pixel's texture coordinates are adjusted at render-time to create an illusion of depth as the viewer's eye…
Nice details you did there I especially like how the defferent prats fit together and give interesting layouts on your surfaces without over-detailing them. And thats a unique design. But from my personal point of view I'm not sure about the dual tracks because: There is not much advantage in having redundant tracks. If…
justin, your neckless dudes were giving me grief in the space mode yesterday, so i destroyed them. sorry :) The space section is cool, just wish some of the smaller planets wouldn't coff at your offers to purchase their system. Stupid aliens. My overall / final impresions (almost beat one planet/race evolution cycle) Level…
[ QUOTE ] ugly subway stations or street levels [/ QUOTE ] Yeah, I guess when you buy a game with the word London in the title, you'd expect to at least see a level set in the hanging gardens of Babylon every once in a while. Your comments about performance perfectly illustrates just how hard it is to develop pc product.…
I love the model. However I think the texture is letting it down. As Vig says, the general grey colour of the armour is too light. It's also fairly ambiguous as to what material it is... yeah it could be some sort of iron I guess, but equally it could be shiny bumpy plastic. I reckon you'd do well to examine some reference…
@CybranM Yo dude, your portfolio is looking good! I think there are definitely a couple of things you could improve upon though. Your primary pieces (the camera and the droid) are very nice, but lack strong presentation or interesting texturing. Might be worth studying some of the texturing done by Dekogon Artists or by…
Bumping this thread :) If anyone has some useful scripts that can easy up the hard-surface modeling workflow or anything else please share,here are a few ones that I've found on Shon Mitchell's blog : Wired : A script that let's you create pipes from any selected curves.Very fast. GetBent : Y'all probably know this…
5) "bonus" first since it's easy: that's z-fighting. Two coplanar faces give this artifact where neither "wins" in rendering since they occupy the same space. You only need to make a tiny move to avoid it in most engines. In your case you might not need that face at all, since it's from your interior floor part and would…
Ok, so with the bricks on the walls I am guessing are a texture atm? Best way to approach them would be to sculpt a few bricks in Zbrush. Lets say 3 or 4 bricks and make each side different so you pretty much tipple the usage out of them. Then you can use the 2.5D mode in Zbrush to create a tiled texture. Bake out you…
Gave it a try out of curiosity. Here's the multi-sample method in a stripped-down surface shader. I had to change the handedness from the code above to match Unity (changing the sign of the operation when sampling the e and w values from + to - and vice versa).Shader "Debug/Normal Map From Height" { Properties { _Color…