Yes , tough thte Palms I did Do have some Yellow areas , inface one palm is more dried and one is totally dead leaf , but since I have saturated the colors and painted over them in green to reach the same tone in the picture I guess now looks more green, the trunks I copied mostly from a PAcific Athol Island I have been…
I have been thinking about this for a while now... In a "current gen" game(engine). Would it increase or lower the overall performance if one were to use this technique (see image below) to lower the polycount on objects that otherwise would have alot of "unnessesary" triangles on flat areas(cylindrical shaps for example)…
im confused are you wanting to take photo details and make a normal map out of them, or do you just want to bake detials to a flat texture. since if you just want to bake highpoly details to a flat texture just bake to a flat plane.
From the sounds of it you're a bit stuck on how shaders work and the difference between vertex and pixel shaders. Vertex shaders are applied to each vertex. They can be used to set values for each vertex (including things like vertex colours, UVs, position, vertex normal). They don't know about triangles or pixels. Because…
Hey man. For the weapons, i believe @PyrZern would be referring to adding as was mentioned, some attachments or maybe make a small scene, so the weapon isn't floating. Here's an example of my Portfolio: http://dweenietod.wix.com/deenmugalart#!mossberg-m590a1/ddnnf It's an example, but currently my Mossberg scene is a WIP,…
It was more comfortable than I thought it would be. The flap cutting I got with "Intralase" which is the laser cutting method. The ring and suction was uncomfortable but the cutting itself was done in less than 30 seconds for each eye, not 5-15 minutes. The first four hours after the surgery were mildly painful, nothing…
I would definitely exaggerate those screws you have all over - you've got them nearly flat. They really want big fat chunky curves on them. Right now they'll bake down to nearly no normal information. When making a high poly for normal maps its generally better to have softer edges rather than a more realistic harder edge,…
Happy May! Once again, very cool concepts :star: I wanted to try out the eye, specifically have it track the player/ camera. First, blocked it out in Unity using primitives and worked on the functionality. Put the eye into a squashed container so it gets flattened and used a look at constraint with the camera set as the…
The above answers sound good to me. One thing I will add is that it's important to make sure in flat areas, that your highpoly is truly flat. So that means enough loops and divisions that the surface does not get curved, otherwise your low poly bake will not be flat in turn.
Hey Liam! I was in a similar position to you a year ago so I thought Id share my findings! Not sure if any of it will be helpful, haha. I moved to Cambridge for a few months for a work placement position at Jagex, - just across the road from Frontier - so you're probably looking for similar stuff I was! I actually ended up…