http://www.gametrailers.com/e3/livefeed/microsoft
It's started folks! ![]()
http://www.gametrailers.com/e3/livefeed/microsoft
It's started folks! ![]()
Try chanfering your geometry! ![]()
Really need to replay it, and this time im blowing up with megaton, mwahahah!
Wtf Nysuatro?! ![]()
Anyway PogoP, yeah, the first bakes are always a fuckign nightmare, you never know what you're doing wrong. Bottom line is, you will never be able to bake a perfect normal map with perfect shading, try to live with the fact. What you can do, is try to minimize the shading errors. There's a few tricks for that.
- Chanfer most of your 90º problematic edges on your LP, and play around with your smoothing groups, try to have as few as possible. (You wont need many due to the chanfers)
- Play with smoothing groups, add a smoothing group change in places where the player will most likely wont notice, like back areas, etc. Remenber tho, each smoothing group transiction will be a very hard edge on your normal map, therefor breaking the smooth shading, therefor avoid placing one in noticable places.
- Use only one smoothing group for the whole LP, and bake a Object Space Normal map. (All the shading will be read from the normal map normals, and not from the polygons normals)
- Don't forget your UV's also pay an important role, each shell UV will be a hard edge on your normal map, that's why you should try and sync the smoothing group hard edges with your UV boundaries.
I'd recomend you practice with a cube. Bake, rebake, rebake, rebake, rebake and rebake!
Test with diferent settings!
Make like a dice or whatever. Then chanfer the edges of the LP, mess with the UV's, mess with the smoothing groups, etc. I too jumped to more complex shit when I started and I wish I didn't, it's a lot of head aches.
And yeah, use xnormal, I know it's a bit of a pain having to export the HP and LP to .obj's, but it's much easier not having to mess around with cages!
I don't want to overflow you with info, but when you have some time for some good old reading, here:
Normal Mapping
http://www.bencloward.com/resources_tutorials.shtml
http://www.poopinmymouth.com/tutorial/tutorial.htm
http://www.gameartisans.org/gamecon/tutorials/tut_3.htm
http://www.game-artist.net/forums/4693-post74.html
http://saschahenrichs.de/midsizedocs/nvidiatut.html
http://www.svartberg.com/tutorials/arti ... lmaps.html
http://wiki.polycount.net/Normal_Map#he ... 1698abbf3f
http://www.poopinmymouth.com/tutorial/n ... flow_2.htm (workflow)
http://boards.polycount.net/showthread.php?t=51088 ( tutorial: fixing mirrored normal map seams )
http://www.dregsld.com/tutorialfiles/normedit.html (Adding more detail to baked NM's)
http://boards.polycount.net/showpost.ph ... stcount=12 (Combine normal maps in photoshop)
http://www.evermotion.org:8080/exclusiv ... L_MAPS.pdf (Normal maps, and bakings *Must read*)
PS. Don't forget to use a viewport shader, Xoliul's 3DS Max Viewport Shader is the one I recomend.
But the 3ps guys recently release a much more powerful one, that will probably help you get rid of most if not ALL of your shading errors, check polycount and http://www.3pointstudios.com/3pointshader_about.shtml
PPS. Mmm... with a second look at your screenshot, I think your normals are flipped. Go to PS, and flip the green channel. (Or if your using Xoliul's shader, flip the normal map) It should fix most of your problems, but there still is some shading errors there'.
He has balloons for tits, pay no attention. And yeah, as an extra, he's french.
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Yep... i can see some Koreans getting all wet over this.
personally, this game doesn't do jack shit for me! A total skip for me
Grats e-freak!!
Metal Gear Rulez! ![]()
Damn, klein is having loads of fun with those textures! ![]()
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Most of those screenshots look like ingame screenshots, with paintovers on top.
Very interesting and futuristic art direction.
He still manages to get a point tho. Or at least it's the way he puts things in perspective that makes it work.
Well, what can I say.. I'm a fanboy! ![]()
Man, now and then Kotaku comes up with really interesting articles.
Trying to make up your mind whether or not you should get a ps3? read this:
Imprisoned by the chains that will never rust,
carrying the burden that will never lift.
sentura... sentura never changes.
they really need to license CE3!
Or hell... bethesda is alied with id now, right? Let 'em use idtech5, cos that my friends, looks fugly!
(I know it will play well tho, i loved f3)
Yep, pretty much. For some reason, I really dislike the idea of being stuck with a telephone company and having to pay a pretty big sum amount of money every month.
I like to pay for the phone (equipment) entirly, and then I just refill my phone as I see fit or when I run outta money on it.