If you've got a streaming setup similar to Unreal's virtual textures or the more recent stuff enabled by dx12 then texture size really isn't a concern anymore and you can chuck 4k or bigger maps around as much as you like. if you don't then texture size very much is a concern and 4k maps are generally something you want to…
What's up polycount...? After taking some time off to pursue other endeavours, I've finally come back with some new material... during my time off school, I've put together a new character... all starting with conceptual sketches and a load of fun... I would like for you all to meet Xavier Pendragon (an interesting…
Yeah of course - but what I am trying to get is that, if a picture has an embedded profile, the exact same picture file can look wildly different on two screens (even if the two screens are properly calibrated) because some viewing environments like image viewers and web browsers handle embedded profiles and screen…
I'd also like to thank people for checking it out :) Always glad to see people dropping by and leaving a comment or two. I've been giving the "sharp edges" criticism some thought and while I could see it would become a problem if this was to get baked down, I don't think it will have a large impact on a scene rendered in…
" I did not try to get the same wood pattern due to my lack of skill." Do you mind extrapolating that? How does your own skill level determine that amount of trying you're going to do? That . . . I don't think that's a good excuse. Anyways, critiques: 1) Render in a better real-time renderer than whatever viewport you're…
Much better HP renders, but lets push it further :) >Your digger should have some shadow contact w/ the ground. Right now it seems its kinda of floating-ish >Like your shadows should look something like this - now this is going above and beyond >The digger HP model has a minor pinch on the top left window area - fix it…
Hey guys, Thanks for all the feedback I have added your suggestions to my list of improvements, most of which are similar, which is great :D somebody has also offered to create some music and sound effects for me when I have made the improvements that I want to make. I realised yesterday that I hadn't actually shared with…
You can decimate them before scattering. it's more logical. Once scattered you turn them into true mesh and subtool and then export as usual. There is also a pretty old quick approach of having midpoly baked into single displacement texture with all UV patches oriented accordingly with as equal texel size as possible .…
Hello Everyone, I have received so much feedback and I am very grateful and humble. Thanks, it is definitely alot more artistic than the usual scripting and level design I usually have dealt with but still very interesting. I think to set things clear besides for a bump map (not the best one mind you) set on the materials,…
Paul68Rageous: Sure, and thanks :)https://dl.dropbox.com/u/251256/Fasthawk/Fasthawk.zip If anyone else wants to take a look, feel free to do so. Farfare: I have just tried Handplane, not sure if I'm using it right but I get literally the same normal map. What I did: 1) Went back to 3dsmax and bake object space normal with…