While it's certainly not a recommended approach for a workflow, we've finally come around to the throne! I have to say though, I think the extra time spent refining was worth it: I spent a lot of time bringing together the textures and tweaking the the glow and crystal to get something a little more visually pleasing. Real…
So, I went back over my diffuse and tried cleaning it up a bit. My PSD is a hell of a lot simpler now too, so I can make changes easier. I'm struggling with how to set it up for a portfolio piece though, because I noticed that the density is off between the boards and the panels. 512s really show that off, but with a 1024,…
Make sure you deselect everything first before running "select overlapping". If you don't, I think it only checks what you have selected for overlapping polygons. Since you're using max you don't have to offset them, 3dsmax has uvW, where other editors are just U(vertical) and V(horizontal), 3dsMax has W(depth). Which…
@ Super happy cow I've actually put a lot of thought into such things, with the primary rendering being deferred cramming as much information into as small a space as possible is very very important. @Maph Multi-Platform will be a later concern, for now we can't afford development consoles. Deferred rendering is the way…
Here are a few resources I've used, there are tons more out there. It is a little bit overwhelming at first mostly because a lot of terminology has changed. PBR Encyclopedia A collection of a ton of information compiled by 3py0n (respect). Marmoset PBR Tutorials Perfect place to start, they're simple enough to understand…
Thanks for your reply metalliandy. Yep we know but sadly in WebGL it's not that easy to do. First there is only support for DXT5 dds profile right now, which leaves you with only 8bits per channel or roll your own raw buffer for full precision. Second and probably more importantly in WebGL there is no textureCubeLod (at…
drop an edit UV modifier on the mesh on channel 1, where your UVs are. Save out a copy of those UVs in case you fuck something up later. drop a new one on, switch it to channel 2. I find it helps to load up the UVs you saved out from channel 1 so all you have to do is re-arrange islands :) Re-unwrap it the way you want.…
Thanks for the help all. :) Is this much of an improvement? I tried to incorporate as many suggestions as I could. I minimized the scratches, added some metal textures underneath the paint to give it more micro-detail, and added some of that streaking you linked to snow. I already had baked AO, it's not really showing…
I would make the thumbnails all the same size, or only use one enlarged feature shot above the thumbnails. Also the differing number of thumbnails shows inconsistancy. Show a wireframe, a shaded, texture, and a render for each shot, and you would have 4 focused images showing the skillset in those areas for each scene.…
I don't think it is loading anything but actually dumping what was in memory. When I switch files it sometimes gives me a bunch of tiny cut up pictures of the view I had in the last file. They are so small its hard to make out what is what, but I can tell its the last scene. This normally happens to me after I've been…