No problem :) Lightmaps are one of those things that seem simple, but they go all crazy when you put them into practice. It is easy to straighten man made object's UVs, but yes ... more organic shapes will fall on pixels and get muddy. There's just no avoiding it. You can crank the lightmap resolution to mask the problem…
Aye, when I dropped a pair of spheres the offness of the eye sockets became clear as day. Right now the sculpt is sitting at the same resolution as last time but I will certainly drop it significantly when I start my next sculpt. I guess atm I've spent too much time going over it to willingly drop the resolution as I…
@Raffles I have very little experience when it comes to mobile game development, but if i am to make a guess, i think it would be somewhat problematic - even for modern phones that have Metal API support. If i would have done an optimization pass with LOD's for everything, removed/tweaked down heavier post-process effects…
An interesting challenge you've set yourself there Justin. What you have there looks great. Whilst I would never dispute that MoPs mightiness is worthy of a bow or three, with this kind of tri count 4 hrs should get you something pretty damn decent yeah. Heck, so could an hour really. If that time includes UV-ing and…
I started with a A6 graphire. The size was never a problem for me because my drawing style uses short strokes. I did have problems with getting perfectly straight lines in photoshop. Or when drawing curves, they would come out as some 10 sided shape instead of a smooth curve. This had more to do with the tablets resolution…
you can detect angles in shader in your engine to select for edges. Its probably possible to multiply a noise on top of that to break it up and look more natural. Not sure what rendering engine you are using, but for most of the big game engines you can find tutorials which will show you have to do basic edge/slope…
Looks like you're capturing a lot of the shapes so far. In terms of a smoother surface in ZBrush, you need to knock it down to a lower subdivision, or dynamesh at a lower resolution, make sure you get all the major forms in and as much detail as you can before you increase the subdivision or the resolution
Hey this is looking cool. I think your current render is looking a bit flat, the ground in particular is looking very low resolution. Take a close look at your main ref, in fact it’s really good to put it side-by-side with your render, helps to identify where the render is lacking. The circular snow mounds are looking…
Scene Setup and Landscape Workflow in UE4 and World Machine + GeoGlyph 2.0 I tend to go straight into Unreal to begin blocking out an environment like this, as opposed to setting up a fixed camera in Max. I may go more into the reasons why as an addendum to the thread later, but the simple version is this; in my…
What do you mean exactly by "game-ready"? Depends on the game, the hardware platform, and how the model is being used. A mobile game has very different needs than a console game. http://wiki.polycount.com/wiki/Polygon_Count#Typical_Triangle_Counts Decide your target resolution, then work backwards from there. 200k tris…