I honstly have the impression he is already there. :) Anyway: Great goblins. Its amazing what one can squeeze out of 512 textures if done right. Good luck with everything.
Indeed, such a phenomenon has to do with the conservation of energy. The GPU Gems3 chapter on Skin Rendering has a bit about how they apply it (pp 332-336), not sure if it is in the web version as well.
Hey, yea I'm setting 512 but getting jaggies with the panel grooves I set to 2048 and they go but that isn't great practise right to work at a 2048 res in DynaMesh?
Hmm, I've been getting holes and sometimes stepped looking things on a ramped surface when I dynamesh. Any ideas? original mesh dynameshed at 512 resolution
I'm getting this same problem, but in Mudbox. I've tried with .tif and .png. I'm using the trial version of WM so I'm limited to 512 if that makes a difference. help?
Can you disable the point lights in Designer ? If the lighting become fully black it's a problem we are aware of. If not, can you try the same setup but in designer 5.2.x ?
Thanks guys! Guess I'll throw these in here. More League of Legends skinning. No spec, no normals, just good old 512 diffuse on someone else's confusing uvs