Marked improvement I feel. The first person view still looks quite low res, and there's metal-dielectric transition artifacts (when a non metallic pixel meets a full metallic pixel at a low texel density it causes a sort of halo of white pixels around it) that don't look great. Maybe it's worth just not including that…
Im guessing the left is 4k, but given the fact its a 1080 render, chances are you would never be able to see the difference as it is pixel bound by the resolution anyways. Im also looking at it on a phone screen. Even on a 4k 75 inch tv, chances are even a fps game asset like this that the player interacted with right up…
Thanks everyone. I wasn't aware that adding more padding would make the seam less noticeable. I shall definitely try that out. I looked up padding and seams and it seems that if you are doing a 1024 texture, then 16 pixels of padding is recommended, and for 2048, then 24 pixels of padding is best. When I baked it I went…
This is really cool. It seems a little impractical to paint something so uniquely with real-time limitations, but hats off to you for trying something different! Here's another trick for adding edge padding I used to use before Xnormal: 1) cut out your textures into islands, if they aren't already, making sure the edges…
Yes, if you want to do this "properly" it will certainly need to be drawn in a separate pass, after the rest of your scene (but likely before stuff like tonemapping and other postprocessing). You're on the right track with fresnel, but what you need to do is read the colour of the pixel which has already been drawn as the…
Playing about with the skin shader tonight, its crazy how much the lighting environments affect it....are there any plans for a whitebox style environment/default 3 point light scene so that you can get the levels just right, or is it a create it yourself kind of issue? Bug: draging the colour picker circle to the top…
Thank you!:) robochrish: Well, the end is far, but for first we thinking to try it on Steam Greenlight. Snader: The really first of these kind of characters i made for a strategy game. The reason was couse it don't need to much detail. But the project was too big task for few people, so we though a little dungeon game with…
uv's for organic structures can be a religious topic. the tennis ball unwrap got 2 problems imo. at least in some cases. if some angles in the 3dstructure are to heavy, you can get pixel size problems , even after relaxing the chunks. and if you use 2 elongated chunks, large parts of the square texture will be empty and…
the former image is what you want in this case. straightening uv edges mostly applies to things that are long and straight-ish already and for straightening out cylindrical forms, but comes at the cost of uneven texel density and bad skew like you see in your 2nd images 3d view. so not always desired. what you want to do…
Lots here, I haven't tried loading them in Max though. http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html The "generic image based lighting" shader is pretty cool. http://www.luxinia.de/index.php/ArtTools/3dsmaxFX ATI also has their free shader editor, probably has examples.…