This might give you a better idea of anatomy, its also a similar style dragon, http://www.muddycolors.com/wp-content/uploads/2017/12/89443-naturalhistory_2560x1600.jpg
I'm looking at the work from Snefer on his modular texture environment ( http://www.polycount.com/forum/showthread.php?t=89682 ) and trying to understand how he used the RGB channels to create what he did. And I'm just not sure what the steps are to accomplish this result.
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im having the same issue in an asset im working on currently. ill post some pics later when i get back home. if soeone finds a fix for this it will be greatly appreciated :P edit: http://forums.epicgames.com/threads/890986-Solution-UDK-Map-Seams-where-UV-seams-are
899 $ isn't this just awesome ? http://www.bestbuy.com/site/Asus+-+Laptop+with+Intel%26%23174;+Core%26%23153;+i5+Processor+-+Blue/Black/9736955.p?id=1218164036446&skuId=9736955
The OWS thread has 1500+ replies, many of which deal with the NDAA in the last hundreds of replies. It's closed now, of course, but you may want to read through that thread. http://www.polycount.com/forum/showthread.php?t=89238&highlight=ndaa
Thanks for the kind words ... much appreciated. Below is a screenshot with dx11ubershader settings(or at least the one that i changed from default) For displacement/height i just did another bake pass with transfer maps .. i have seen people smoothing the low a couple of times before computing the displacement map but i…
Finally finished the optimization. I managed to lower the tri count around 89K. I hope the remaining 10K is going to be enough for the fur cards and the feathers. Next are the reprojection and the small details.