Eric, that's super helpful info. Thank you. Our model is very high poly count, similar to what you see in the video. The biggest things we would want is for a character to look around and appear to be following your gaze wherever you go, controlled by the output of the camera software we write in OpenCV. We'd want to…
Well, I just carried on plugging away and I have managed to get the spec working correctly, looks pretty much identical to XoliulShader (my benchmark to see if things are working correctly :p ) I was multiplying and powering by the wrong things, I was trying to figure it out just form the Xoliul source, but it is a bit…
One thing you can try is to use Batch Bake and bake the AO to vertex color, and then use Paint Vertex Color Tool to export the vertex colors as a texture map. Baking to vertex color is super fast even when you use 256 rays, but you may need to add some geometry to your model. You can set the Paint Vertex Color Tool to…
Hey guys i know its been a while since the last post, I've been writing my dissertation and its horrible :| please let me know what you think there's a lot of issues mainly light seams, just cant seem to get hem correct, i was rocking light maps at ridiculous light res as well, i've used a max of 256 on objects and the…
The method you are considering would be really slow and difficult. I think the best method is to print both lists at the same time and then combine them. See below. ( --CREATE A DATA STRUCT struct gameObject ( name = "", positions = #(), rotations = #() ) --SAVE THE CURRENT SELECTION selObjects =…
pay attention to scale when following a concept, sure you can stray away from a concept and make ur own kinda thing. But right now following the concept is best because it already looks badass. What im talking about is most of your stuff is too elongated compared to the concept. Each panel is too wide which makes the whole…
I believe in Blinn or Phong materials you can specify a specular exponent. I am unsure of this, but you might try using a different material. Usually a single value is good for gloss level. The only time I could see a gloss map being useful is if different areas of the texture have drastically different specular levels.…
I did retopology on my model Gas Mask: 1440 triangles Shoulder Pad: 252 triangles Character: 10010 triangles @DTS: nice progress, I like the chest armor. @Lilith: I keep going between realistic proportions and concept proportions. I'll be making another pass at the proportions before I start baking. I like your models…
Here's how most kickstarts are broken down: $1-9 - Sound track and wallpaper packs $10-20 - Actual game $20-40 - Access to betas/prelease $40-100 - Credits in game with a shout out $250-500 - Suggest a weapon/idea/baddie I could see having a seperate donors list and a special thanks list, it really just depends on what you…