First off, a vector displacement map is not a displacement+normal map. A vector displacement map is a displacement map that can displace in multiple directions. The data is encoded similarly to how per-pixel normal data is stored in a normal map, however that is where the similarities stop. A VD map represents depth in…
How do you keep the moral fortitude to get to that position, Hazardous? It's tough to get past that feeling of utter futility of putting time and effort into game art in Australia. Of the few large studios left, most are on the verge of shutting down and the remainder are run by people who should never have been given…
Your prop placement and the sheer amount of objects is great in every scene. I think one major critique across all of the pieces is the lack of individual quality. There's a lot of tiling textures with uniform grunge that doesn't really send these to that next level. I can go into each one and my eyes immediately catch a…
Shader Forge's outline node is good for visualization and a very standard outline effect, but I wouldn't use it for final production. SF's node suffers from: * Broken outline based on uv seams. A simple fix by having the shader read from a secondary uv channel where the entire model is planar mapped, but the SF node…
[FONT="] You'll run into this from time to time. I believe this could be attributed to a few things. Sometimes your diffuse has subtle (but noticeable by crazybump) variations in pixel tones. Try the following: 1. Before filtering through Crazybump, try slightly blurring the image in photoshop or manually by hand in…
Pure hard edge doesn't really exist when come hi poly work.... it's always done with a very tiny Bevel getting a better render. 90 degre angle are not so friendly with normal map... sometimes work but... You can use hard edges on Crystal, but on another object if you add a very very tiny bevel it will make your object more…
awesome job. Nicely textured and modeled. Here's my honest critque. 80k poly would be too much for a game like starcraft but somewhat okay for a fps space shooter game due to the large vehicle scale in a flight sim. Although I think you can do better on your poly count and only use what's needed. Baking some high res would…
Rendering! At the end of the day it's all about the pixels on the screen. That's all that matters to the viewer. Bad lighting and shaders/textures can ruin what was a good or even great model. 1: Images in your portfolio should never have aliasing unless it's an in engine shot. 2: lighting, Get your stuff into 3ds max and…
Hey guys. I'm still trying to project my details correctly, but I keep running into strange errors. Whenever I import my highpoly mesh it is not in exactly the same position as my unified skin-one. It always gets imported a few pixels to the right and for that reason only one side of my unified skin receives the details. I…
Took your fbx and quickly adjusted your high res mesh and your low res uv's, adjusting smoothing groups afterwards. What I did notice is that your high res mesh doesn't have smooth edges to really exaggerate the effects of baking down to a normal map. Thus resulting in little to no effect on the normal map itself, remember…