I think some subtle vertex coloring on some of the leaves would be good to give a little more color variance. There's also that whole normal bending/transfer(can't find a link atm. I'll add it if I do though) thing you could look into as well. Looking good otherwise.
Yeah, this all seems odd to me as well. I suppose we will have to wait, I don't know how easily someone can transfer their scripts, code, models, and stuff to another engine without breaking their work. But if something does happen...surely Crytek will have a bit of a mess on their end.
Fine, ill be the one to say it. Just pirate a version of max or maya and go at it. I went to college and it broke me completly. So the teachers would have cracked versions of software on the transfer drives for students to grab. Just dont run off and try to make money off it. /flame suit on
When you transfer maps you won't have several shells rendering on top of each other. Only one shell will render inside the "live space" the one that counts. The shells outside aren't captured but it doesn't matter because they use the same space on the map, just one tile over.
It seems that xNormal bakes maps that aren't compatible with some engines for some reason, if you're referring to shading issue problems. I've had to bake my maps with maya transfer maps instead, and with the exact same geometry there are no errors, but there are with xNormal generated maps. Not sure why, seems the…
The final piece: Taking a break from some other work to make this handheld pad from Kaminsky designs, used with permission. All critiques welcome. The concept: Here's the current progress: Originally I'd worked with a subd only workflow for practice, but found that blender's remesh modifier alongside smoothing modifier did…
hi, I'm currently about to start my texturing process for a project. One of the main issues I've had is generating a high quality ID map; I've been using the Maya Transfer maps method which just takes ages and can be time consuming. Could it be the settings I'm using or is there a better and faster method? thanks
/* DOWNLOAD HERE more renders down the page :) ---- */ i liked the shapes on this concept throwing knife by tipa_graphic so i decided to make it up as a firstperson quality deal hp lp - 2368 tris still a viewport grab for now. low is one mesh with a lotta supports for a more transferable normal map + minimal uv islands…
Hey I'm having an issue with one of my models. Could anyone tell me why this could be happening? Notes: 3DsMax The issue persists in the viewport, when rendered, and when transferred to Unity, so I don't think the renderer is the issue.(MentalRay Standard settings) also persists with no textures applied. Smoothing groups…
^^ that. Also there's often very little of interest you can say with proprietary engines - if you were to implement a system in unreal or unity you could break down the process and usage in a way that's meaningful to people bit if it's your own engine, only the very broadest strokes of the design will be transferable…