Only done a very little amount of DS but it can only handle something like 2000 faces (not tris I think?) on screen at once so I think you need to push nore geometry into the texture, the gun for example. Am I right on the DS specs anyone?
I agree, doc. PS2 in particular, chokes when it has to handle more than one map per mat. Xbox though, can handle far more. It'll be a fine day when enviornment artists can use base/normal/spec combos on console assets
its not a good film... simply ok. I felt the story was weak.. I mean Lex get can attain knowledge from the crystals (knowledge of over 1 million alien species - I cant remember the figure) So he comes up with some lame plan to create new landmasses in the ocean... weak. I think the film really needed a 'super' villain or a…
That video is 100% correct although not very well explained. My solution is to subtract the metalness channel from the specular one. This way you mitigate for that overly bright transition area between metal and non metal. You can also try to multiply the spec with the inverse metalness as a slightly softer approach.
Like it! modeling sure looks pretty tight. Just checking the manufacturer's specs, frame seems to be milled from an aircraft grade alloy with a anodized finish alongside high strength steel for the cylinder. At a guess, since this is primarily a volley fire weapon, these materials were sourced due too their robust…
Just posted this on another topic, might help you. http://wiki.polycount.com/wiki/Texture_atlas#Tutorials To understand the workflow a bit more, see http://wiki.polycount.com/wiki/Modular_environments Also in particular this might interest you. It's a bit beyond PS1 spec, but the breakdowns should be helpful…
Yep cheers for the crit Disting - I will definately add some wear and tear. But it will be very space clean :) Finished texturing the MainBoard - 1024 Diffuse / Normal. Will tweak Spec and create an Emissive map when InEngine. Any crits on the color scheme i have chosen, leave a comment! Update 2moro.
Been working on the face texture. Pretty happy with it currently. Hvane't made the spec or gloss yet so I still have a lot of work to do. Gotta low poly everything else now. Here is a screen with some different lighting setups. Oh yeah got the facial hair in there too!
Alright, finally another update. Now that the Dota 2 contest is over I can get back to finishing this character up. More work on the texture maps and now there are rough spec maps. Also threw on some glasses, not sure if I will keep the dirt on her face, still thinking about it.
yeah the spec highlight on the ball is not really there atm i was just testing out some textures to see how they looked i will be changing it , and yeah the front of the ball is circular but i wanted to change it up just a little ,a bit of artistic influence if you will ( i think it looks cooler haha xD)