love the update on the machine, dont really have any comments except i do have a question is that just an AO/Norm on the machine? i can't really see color, other than what might be a base color under the diffuse, or even the lighting itself.
who has the guts to criticise a gears2 artist? :D really solid modelling work, very awesome =) . I think the textures can use some more love though, on some of the props the diffuse, dirt details seem like an afterthought after making the hipoly.
It's actually the normal that's making the fingernails blurry unfortunately :/ And I know nobody here would use parts of it but I've used the same image on other sites where I don't really trust everybody Actually, here's the diffuse full-size without any watermarks:
I always bake my AO with just the scanline renderer, mostly default settings. I place a skylight, set it to cast shadows, raise or lower the bias for bigger or sharper shadows, then do a ShadowsMap with render to texture and paste it over my diffuse set to multiply.
most of the main traps had 1024s for diffuse and normal, 512s for spec. The Reverse Bear Trap helmet actually had a few 1024s because it was going to be seen full screen at the beginning of the game, with the camera focusing on the clock timer on the back and the front grill and such. Thanks for the comments!
Well, yes. All models are exported with only a diffuse applied to them, any additional maps are defined in the vmt :poly121: What is it exactly that you find so messed up with valve's exporter? The one time I used it I found it exceptionally easy to work with.
Have you tried baking an ambient occlusion map with your diffuse map? It will help alot. Also you could increase the normalmap strength on some details of your models, like the gun. Have you tried crazybump? Good high poly models by the way.
Totally dig it man, stripy socks and all! Good fold sculpting! Textures feel a little flat especially on the tie try using your diffuse along side your normal details for maximum impact. Best of luck with the course from someone who's been there.
problem solved!!!!!!!!! thanks again mop. i just opened up a new material. and it worked. really weird. thanks man!!!! i'll post after i make the diffuse/spec. only thing is...i don't know how to render normal maps. haha.
No, but even simple diffuse textured characters would've had a way better effect. I don't think that with gothic 2 and 1, that the fanbase would've been too demanding on shadereffects. Anyone wish to name some other games that were released the same year as gothic2?