more updates inc i have added a cart in preparation for a small market esque area minus the crates so its looks a lil bit silly atm :P i added a piece at the end of the road where it meets the bridge and to make a smooth crossover between the two, i then sorted out the texture on the back building added in some vertex…
I going to get back to a very large scale environment too, after the Brawl, and I intend to have around 10km of draw distance, I think that since it'll be a limited to an area demo the far details wont be as detailed as the playable area, but still. I think I will stick to static meshes for close and far range. Leaves me…
started texturing some props, made a few tweaks to the ground material, post processing, redid the lights, and played with the god ray some. P.S. ignore the texture on the well, haven't gotten there yet. Would love some feedback as I'm trying to figure where to go next. I'm thinking maybe some vertex painting on the walls…
Maybe you can import your highpoly in Zbrush and polypaint it, then export in OBJ and bake the vertex color info (in Xnormal for instance). You can also easily split your highpoly (still in Zbrush) in many subtools while cliking auto group (in tool/polygroups) then click groups splits (in tool/subtool) to resplit your…
I think generally unless you go crazy with poly limit like 100-300k and above you can get away with a lot of geometry. What it really comes down to is modularity and smart use of textures. IE can you take a Building and then kit bash that thing into 3 more buildings using some UV tweaking, vertex shading and shader based…
That's pretty easy to create ( without booleans ) out of a cylinder, and a clever combination of vertex/edge selection, and some other modifiers. Fun part is that as long as you don't change the cylinders segment values you still can tweak it's radius and height and keep everything intact. Crease strength, shell thickness…
Hi there. You can also use channel info utility under utilities. Once you open channel info utility you can copy desired map map channel info to "mesh" channel. The resulting effect will be similar but keep in mind it will scale down the "opened uv model" to 1 unit sized rectange. So you have to zoom in to see the result.…
So one other thing, how would I go about baking out the matcap? Do I need to retopologize, then import the low poly / unwrapped model into the high poly sculpt? How do I go about doing that after I retopologize / uv unwrap, or am I completely wrong? I'd love to use my UV maps and transfer the matcap / diffuse onto the…
Second part: Serpents Mounts and Elementals There is also a green variation of the raptor, but that's only for cool guys and leaders. The Elementals explode when they die, leaving body parts and ruble behind on the ground. Really neato! Beholder His brains are super jiggly thanks to vertex animation/sway, I'll see if I can…
Another thing you can do to maximize it I think can rely on the shader network. If you use vertex colors combined with greyscale texture maps you could potentially fit 3 texture sheets work of details into 1 RGB texture map. Just make sure the shader desaturates the texture and lets you pick a color channel to use. At…