The thread you linked is pretty extensive. Maybe you can explain what you couldn't replicate? Mark's steps are pretty clear, I feel like I would just be repeating what's already there. This is extremely simple, and it's the method I almost always use for bows and crossbows:…
Glad you got it sorted. My standard workflow is to always bake in xNormal; once you create the low poly with UV's it's just a matter of loading the low poly, setting projection distance; loading the high poly and hitting bake. I don't even decimate the mesh from Zbrush anymore, I succesfully baked with 16mil+ triangle…
Hi Jan_u, I agree that you can either bring a lot more uniqueness to the texture or go the other route and make it extremely optimized. Here is a quick example of taking your texture and fitting in all the important details into a 256 texture with room to spare. I made sure not to shrink down any of the details so this…
there are two ways in which i've made volume textures. 1. render volumetrics with multiple cameras with different clip planes. 2. "unravel it" and do things in photoshop. a 16x16x16 map might as well be a (16x16)x16 = 256x16 map. this is probably the format you'd export them to a game engine in anyway. there might be…
the low poly is still a work in progress as the shirt still needs tweaking, but all in all I came in under 16k tris which was my goal. Working on this on and off, so the updates aren't flying like other projects haha. though I do have two other characters I'm working on for this group idea I had all realtime.
Hi, actually making the low polygon model, the polycount is at ~16k, but I don't know if it's too much for a important next gen assets in a scene. What do you think ? Because if I must go down the polycount, I should probably delete or think differently some details.
dx9 material and the fx goes in the fx slot then the images in the image slots, and then drag the material onto the mesh ... kinda should work edit: a shaderfx node for that shader was ueber awesome also this: http://www.pixelcg.com/blog/?p=165 now i want more of them spherers, those are interesting
The DTK2100 is really, really good - I personally find it to be the best out of all the models I've tried so far (although admittedly I haven't tried the massive 27 incher). I recently spent two weeks using the recent 16inch and it was a pain by comparaison (annoying new design, issues caused by the high definition screen,…
The reason you want an IPS over a common TN panel is bit depth. You really want a panel that produces 8 bit color, which is 16.7 million colors. TN panels only produce 6 bits, which is 256K colors. TN panels will dither images to simulate certain colors and can have a lot of color banding in gradients. That's not something…