pretty simple really poop,gourad shaders take color at each vertex and avrage them over the edges between polygons... this makes the lines visible... Phong shader on the other hand takes the NORMAL at each vertex and avrages THAT between each line, therefore it is technically a "normal map" but just a perfectly smooth one.…
You have to hide the Lowpoly if you bake with MRay...nit the Objrct, but the Geometry...simply add a edit Poly Modifier beneath the Projection Modifier and there select all Polygons and Hide them...you cann then turn off/delet the Modifier after/between baking...(you have to turn it off if you want to edit the…
Depends on how strict their system admins are. In my experience you just need to prove it works smoothly with the company's pipeline, doesn't mess anything up in the translation. Getting the UVs back to a character can be tricky if the incoming UVs require triangles but the original is polygons or patches or whatever. Also…
The only problem with PTex is that you can't use it effectively in most games. The PTex API would have to be integrated into a game engine before you could use it in real-time renderings. The nature of PTex prevents it from being effectively exported to a normal texture pipeline. (each polygon gets its own unique texture…
Guys, I think you should also bear in mind that this is the Unreal 2.5 engine. Meaning that the lighting tends to be extreme, saturating the texture and producing some off key shadows around the model. Actually, many of the faces are desaturated just to compensate. I agree however the eyes need to be less polygonal and…
1. As far as I know, you can't texture the backface of a polygon. 2. Use an alpha map to control the transparency of your model. In XSI black means opaque and white is transparent (though you can invert it by just clicking the 'invert' box in the node). So the darker you make that part of the map, the less transparent it…
WOw the result looks really cool! About the edge proble: i did a short tutorial on this topic too. Maybe it can help. But i have to say: beveled edges gives a better feel when you rotate around an object and in the current state of the technic it shouldn't ne a problem to use some more polygons for the silhouette.
I think your polycount is much too high for the model, and you got hundreds of polygons there that are not adding anything to the shape - the legs are what, 16 sided? For the fat belly, you'll want to add more weight to it, at the minute from the front view it's rounded like a squashed ball, whereas you really want it to…
If it's a basemesh for zbrush it should be ok, but as far as a working model this is way to high polygon. Still, if you're planning to make a high poly to bake down to low, you may be better off accurately modeling the concept in high poly and use a sculpting too (zbrush) for a few small details. But that's just my…
Welcome to Polycount To your credit, I instantly recognised the characters from Heroes, and that is really impressive work with just untextured low polygon heads. As you've probably noticed if idling the forums, there's a lot of people who don't even manage that kind of likeness even with meshes around the million mark,…