Hey There!!! :D It's been awhile summer vacation and all, alright I have an update and a new HP modell, I changed the texture(Diff not done yet) for my gun a bit, it has no spec(Diffuse is spec atm) yet but tell me what you think : Here is the HP modell i've been working on, the base form is based on an insect, and it's…
Pior gives help! That may help. You can't make a full normalmap just by painting a greyscale and running it through the filter. You have to change it to Overlay mode on top of your base normalmap, set the blue channel's levels to 127 instead of 255, collapse that and run the filter again set to Normalise.
use photobucket or similar and just link them in with tags for texture sizes first find a resolution thats suits say 256 per metre then stick to that and yes lots of tilling textures and smaller textures are generally better as they are more re-useable
Which part are you saying is more RAM intensive (lightmaps, normal/dot3 lighting or both)? I've seen quite a few tutorials and such for these kinds of things for iPhone and a lot of current Android devices have equal to or greater hardware specs (My Samsung Captivate has the same CPU (without an FPU unfortunately) as the…
I believe the reason the gloss maps are different per engine is the render engineer uses different values for what a grey pixel is. He needs to set a baseline on the game so the shader knows how bright medium grey pixels are, then you can tune the shader in game if you're lucky and modulate the gloss map from it's min and…
Here is a alternative way to render cubemaps in max. As show in the picture, you can load a spherical environmet map into the environment slot and "covert" it to a cubemap. Usefull if you got a ton of hdri environments like me. The only advantage of this method compared to the one already in the wiki is that it directly…
There's nothing interesting about gloss maps as far as I'm concerned - if I use 'em I treat it like flat areas of different values (see below) that correspond in 0-255 to Max 's 0-100 gloss slider as reference, since they're a bit hard to visualize in the head. Spec maps on the other hand, yeah - metals usually benefit…
Also, test test test test, with simple geometry and smaller render sizes (256 or 512) so the tests go fast. That's probably the best way to learn. And post images of the problems.