Dio most of the devs jumping aboard are just porting their games over. Nintendo have devs "interested" in GC aswell, for ports that is. To make my point clear, 13 of those games are ports and 3 are made by MS Game Studios so that leaves 2 games that i am unsure wether they appear on other systems or not (Contemned and…
Hey Microneezia, CrazyBump has a feature that should help with that. Try these steps: 1. Open a normal map in CrazyBump. Make sure CB's axis setting is correct. 2. Save CrazyBump's automatic "Diffuse" map. 3. Paint over it in photoshop. CrazyBump's diffuse will give you a much better starting point than just desaturating…
I don't know if it has come up or not but your poly counts are 2 - 3 times too heavy. I did read a little of the thread and saw the point made about your teacher telling you to do some things a certain way, so if he was the one that told you to follow these polygon restrictions he was wrong to do that.
1) you probably subdivided way too much, bust it down a level or two and see how it looks, if there isn't that much of a detail hit, try using that. 2) You can break it into seperate pieces and export each piece and bake them separately. 3) Be wise with your sub divisions and pieces and you'll avoid these types of problems…
Use the 'unhide all' in the poly sub-object rollout. The unhide all in the quad menu is for objects not polys. For zbrush to use groups you need to do that in the UVW coords, move each set of polys you want in different groups out of 0-1 uv space. So one set goes in 0-2, then 0-3, and so on.
Starting Retopo. I had a little bit of trouble with exporting the mesh to 3d coat, somewhere along the way i had lost the low poly mesh to the body, and 3d coat wasnt handling the amount of tris. (although it was roughly 2 million, and that should run fine). so just did a quick decimation master in zbrush and it worked…
If you're going to be doing most of the art for this, why not pick a game that supports those game modes and put it in there? You already have the different colour motif going on (red.. so I assume Blue as well). Sounds like Team-Fortress 2 (thus, the Source engine) could be a good candidate for you to actually show these…
Or you could do something related but different. Atm I'm painting some concept art and it's 1. going pretty well considering I haven't really done this kinda thing apart from simple concepts and 2. something that I'm putting loads of hours into, more so than I would do modelling or sculpting at this moment in time.
I just picked up [ame="http://www.amazon.com/Essential-Guide-Vehicles-Vessels-Star/dp/0345449029/ref=sr_1_2?s=books&ie=UTF8&qid=1312323144&sr=1-2"]this[/ame] at Barnes and Noble in the bargain bin yesterday. How ironic. It's got front, side, and perspective views of ALL TEH SHIPS. It's badass.
Most importantly, set the amount of 'Instances Per Cluster' to a power of 2 value and increase the cluster radius until it won't affect the cluster count. Otherwise lightmap memory gets wasted which also increases build times. With large amounts of foliage you should be really careful about your lightmap resolutions and…