Hey folks, it's been a while since my last post. I did these characters for a freelance commission and I decided to build a little set for them and make one of them Warhammer-like dioramas that I've always been fond of. There's a turnaround to be found here: https://vimeo.com/46778807 I'm posting a few images but there's…
Thanks for the tips guys! Reduced the polycount on the candles, cloth, and note. Added wicks (7 tris a piece) to the candles. Added some warping to the boards for character. I'm still not quite sure how I'm going to break up the textures and their sizes. I don't plan on exceeding 512 x 512 for any of them. I'm open to…
You can get a sample level of Shadowgun for Unity, which is a 3rd person action game by MadFinger as well, from http://blogs.unity3d.com/2012/03/23/shadowgun-optimizing-for-mobile-sample-level/ It's from 2012 so it might give you some reference, but like EQ said it really depends on what you actually have on screen.
Mark, are you using Maya 2012 when you create an AO map? Or is this really a problem isolated to 2011? I believe I have had success using the MR common settings' fill texture seams setting in the past. I'll dig around and see if I can find a copy of 2011 to try with and see if it was fixed in 2011 -> 2012.
What tangent basis is the toolbag using? I've got a bake from max and thought I'd test out the new toolbag, but I'm seeing all the usual triangulation issues associated with incorrect tangent basis (not in sync the baking tangents). Model is exported from Max 2012 using FBX 2012 (.fbx of course), with tangents & binormals.…
Scanline is fine. Mental Ray in 2012 is fine. (but unfortunately, neither of these help with baking down PBR) Vray in 2012, 2014 has this issue. Mental Ray in 2017 has this issue. I can't quite believe that Normal Maps cannot work properly in a simple RTT setup. Has anyone had similar issues? Thanks for helping Eric!
Are texture atlas still used nowadays? I mean, I understand how making trim sheet textures (cramming 4/6 trims on a 512*512 texture) being useful, but doesn't actually cramming loads of textures on a gigantic map ends up being actually worse for the memory buffer and will cause loads of texture streaming problems?
i'm having this problem with max 2012 as well, jumping from max 8. it's extremely annoying.. max 8: hold down MMB to pan, hold down alt+mmb, rotate view. max 2012 x64: hold down MMB to pan, hold down alt+mmb cancels pan. press mbb again to rotate. extremely annoying..
Naw, it's a project that has been rumored to be in the works for alittle while now. http://www.pcworld.com/article/250453/google_augmented_reality_glasses_expected_by_years_end.html http://bits.blogs.nytimes.com/2012/02/21/google-to-sell-terminator-style-glasses-by-years-end/ Here is the wired article on it that also came…
Iciban Thanks! I'm going to call this done for the time being, want to start to focus on something new and I'm starting to hate looking at it :P wireframe, final tri count - 23, 809 texture sheets - [final res - 2048*2048's] [final res - 512*512's] All feedback is welcome, hope you all like it!