Sorry to keep coming back to the bread, but what's the size of that texture?
[editline]19th November 2013[/editline]
Must be fucking massive :V
why are these parts becomes grey?
[URL=http://imgur.com/moagYTC][IMG]http://i.imgur.com/moagYTCl.png[/IMG][/URL]
[QUOTE=Long Nange;42915844]why are these parts becomes grey?
[URL=http://imgur.com/moagYTC][IMG]http://i.imgur.com/moagYTCl.png[/IMG][/URL][/QUOTE]
No idea! I never bake in max.
xNormal is my god and I shall spread its holy speakings to thou
[url]http://www.xnormal.net/1.aspx[/url]
Are you using any lights in the scene? If no, try separating the frame and slide UVs into 2-3 islands each, that might help.
Or it might not, tbh. Max's inner workings are still black magic to me sometimes.
EDIT: oh wait, that's your perspective AO bake, aka the occlusion baked specifically for the location of the camera in the Perspective viewport. The actual 'neutral' AO should be glock_ao.tga in whatever folder you saved it to (sceneassets/images is the default I think).
[QUOTE=Sam Za Nemesis;42915457][t]http://cloud-2.steampowered.com/ugc/470919662716766999/AF266A276E5E7B891272A28D8E188830AC4C163C/[/t][/QUOTE]
Looks good besides the missing texture sword. Also try to get more chromatic aberration, I feel it could use at least 60% more.
[QUOTE=Long Nange;42915844]why are these parts becomes grey?
[URL=http://imgur.com/moagYTC][IMG]http://i.imgur.com/moagYTCl.png[/IMG][/URL][/QUOTE]
Yeah seba is right. 3ds max for reasons unknown displays bakes like this, while the actual image won't have these problems.
[QUOTE=TheGoodDoctorF;42915371]Sorry to keep coming back to the bread, but what's the size of that texture?
[editline]19th November 2013[/editline]
Must be fucking massive :V[/QUOTE]
[T]http://www.blenderguru.com/wp-content/uploads/2013/06/Bread-Loaf-Texture.jpg[/T]
Clickly click
5046 x 4806
[QUOTE=thefreemann;42919480][T]http://www.blenderguru.com/wp-content/uploads/2013/06/Bread-Loaf-Texture.jpg[/T]
Clickly click
5046 x 4806[/QUOTE]
why so big?
[QUOTE=Itauske Roken;42919565]why so big?[/QUOTE]
Because it's incredibly detailed?
The higher resolution, the more realistic your renders will be
Not necessarily.
Also here's that energy ball catcher skin, but actually in-game:
[img]http://puu.sh/5nz9K.jpg[/img]
[QUOTE=thefreemann;42919744]Because it's incredibly detailed?
The higher resolution, the more realistic your renders will be[/QUOTE]
Ow, my internet.
[IMG]http://ssmaker.ru/d0f6f30c.png[/IMG]
[QUOTE=thefreemann;42919744]Because it's incredibly detailed?
The higher resolution, the more realistic your renders will be[/QUOTE]
Usually you don't need your rendered texture to go over at LEAST 2048 x 2048,
5046 x 4806 is basically saying 'overkill'
I disagree, it's all relative to what the model is used for. If it's needed for an extreme closeup, it might very well need 5046x4806 textures. If it's going to be sitting on a table in the back of a scene and never take up more than 10% of the frame, it could probably get by with 512x512.
In the end though, I find it's infinitely easier to downscale textures for optimization than find out you need to upscale your textures after everything has already been baked in and almost completely set in stone.
[QUOTE=Itauske Roken;42925121]Usually you don't need your rendered texture to go over at LEAST 2048 x 2048,
5046 x 4806 is basically saying 'overkill'[/QUOTE]
na m8 32768x32768 is where it's at.
But seriously though always work up at atleast 4k on the majority of your things in games art and 8k for VFX.
No lightmaps yet so excuse the random dark patches, progress.
[img]http://imageshack.us/a/img132/7879/8qnz.jpg[/img]
thats the busiest thing
The floor looks like hell to walk on. Imagine all the tripping.
[QUOTE=- Livewire -;42929558]No lightmaps yet so excuse the random dark patches, progress.
[img]http://imageshack.us/a/img132/7879/8qnz.jpg[/img][/QUOTE]
This reminds me of the interior of the [I]Mother of Invention[/I] from Red vs Blue personally.
[QUOTE=Juniez;42929645]thats the busiest thing[/QUOTE]
It is indeed, these pieces were planned to generally be quite intense to draw contrast between the more sleek room pieces we're making at the moment, it's an idea we're just going for so I guess it could turn out shit, we'll have to wait and see.
[QUOTE=- Livewire -;42932368]It is indeed, these pieces were planned to generally be quite intense to draw contrast between the more sleek room pieces we're making at the moment, it's an idea we're just going for so I guess it could turn out shit, we'll have to wait and see.[/QUOTE]
I think it looks good man, its noisy but at least its not empty which alot of "scifi" environments seem to be these days.
For a currently unannounced project.
[IMG]http://i40.tinypic.com/2uj57pu.jpg[/IMG]
[QUOTE=Juniez;42933664]omg finally done
[img]https://dl.dropboxusercontent.com/u/1157653/work/m44.jpg[/img][/QUOTE]
How do you guys do wood that looks this good? Do you photo source it? 'Cause even on CGTextures I can't find any wood that looks halfway decent.
Horray I baked my first HP -> LP normals!
[t]https://dl.dropboxusercontent.com/u/21161113/random/normals_firstbake.JPG[/t]
I've got some cleaning to do in photoshop but I'm happy with the result.
Also I'm kind of at a loss as to how I'm supposed to bake the HP ambient occlusion onto the low poly, the AO I got had intersection issues since both objects were in the scene. I'm not sure how to fix this except for applying a completely transparent material onto the low poly possibly?
[t]http://i.cubeupload.com/kwQ5fS.jpg[/t]
some more computer WIP. I'll do the tower tomorrow.
[QUOTE=Lt_C;42943613]Horray I baked my first HP -> LP normals!
[t]https://dl.dropboxusercontent.com/u/21161113/random/normals_firstbake.JPG[/t]
I've got some cleaning to do in photoshop but I'm happy with the result.
Also I'm kind of at a loss as to how I'm supposed to bake the HP ambient occlusion onto the low poly, the AO I got had intersection issues since both objects were in the scene. I'm not sure how to fix this except for applying a completely transparent material onto the low poly possibly?[/QUOTE]
I would recommend baking in xNormal, it's really simple to set up and the bakes are pretty quick depending on your hardware. The other thing is that you shouldn't be cleaning your bakes in photoshop, you should fix the mesh instead, in case you need to rebake several times (so you don't have to re-clean your bake everytime you make a change). And if you're gonna bake a normal and AO map, you should try to smooth your edges on the high poly.
Practicing sculpting
[img]http://i.imgur.com/gN2LNdY.png?1[/img]
based on one of the sketches created by Hawf ([url]http://facepunch.com/member.php?u=250291[/url])
[thumb]http://25.media.tumblr.com/b73b421c1b26f96964e1f426f8f4ea09/tumblr_miutvn2JTq1r43xj0o4_r1_1280.png[/thumb]
[QUOTE=SMasters;42948837]Practicing sculpting
[img]http://i.imgur.com/gN2LNdY.png?1[/img]
based on one of the sketches created by Hawf ([url]http://facepunch.com/member.php?u=250291[/url])
[thumb]http://25.media.tumblr.com/b73b421c1b26f96964e1f426f8f4ea09/tumblr_miutvn2JTq1r43xj0o4_r1_1280.png[/thumb][/QUOTE]
I love it. The design, the execution, the detailing, the stylization. It's beautiful.
Fin
[t]http://i.cubeupload.com/pGt0Vi.jpg[/t]
[t]http://i.cubeupload.com/bhYbUr.jpg[/t]
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