Game writing seems to be a specialisation of writing (like, a writer working on a game has most likely done work for TV, theatre etc.). Some info: - FAQ 32: Writing for Games (2003) - Game Writing Special Interests Group
yes, your low poly shouldn't have nearly as much segments as your highpoly. That could be maybe a 16-32 sided cylinder for instance (but with much more on the lip of the cylinder, like 48-64 since its quite large in diameter)
Zbrush seems could only work reliably with psd files. Try to save your displacement as 16bit grayscale psd with a single channel. Or RGB 32 bit exr file. It's also working for displacement in Zbrush
I've had good experiences with rendering 32 bit PNGs, out of Max. IIRC they came into Photoshop (CS2) with perfect transparency, no fringing/background colors. Perhaps this post by kodde from this thread will help a little.
Here is a stand-alone package of the map. Just run 'tesseract.bat', 32 and 64 bit binaries included. Can't update the screenshots at the moment, will get to it later. Download: Tesseract Engine - Complex Map (Stand-alone)
It doesn't have to be the same, but make sure that your texture sizes are powers of two, that is 32, 64, 128, 256 etc., otherwise they wont be streamed. You can use texture sizes like 1024x512 etc.
amazing to see the progress of the female head at the top of this page where you struggled with it being too manly down lower to post 32 where she looks hawt. hard work works ! keep it up!
oh, try running the 32bit version instead of the 64bit version. Same problem here with W8 (64bit version doesn't open at all), but the 32 bit version seems to work fine. I hope that helps ^^
Filter forge has a cool Loop node that allows to make a "Slope blur" doing it not only 32 layers/samples/iterations max but whatever you want with just one node , not a stairs you have to make manually? Do somebody know a way to recreate this ?