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  3. marnamai

Posts by marnamai

  • WIP in WIP, post your level screenshots!

    • marnamai
    • February 18, 2015 at 2:13 AM

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/31860279093319592/CB4AA3E45D7B9D90FD6090FE896EE90685CA0FF3/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/31860377611037152/BC5342F025C4F784E34D8BF92237DD96A386AFFF/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/31860377611039899/6F6F3D790EAC308958B7A9C640B02464BA70BC41/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/31860377611042842/F54AFCE121A5619FAC1B1883ECFE807C3611936E/]

  • Marnamai - Level Designer

    • marnamai
    • November 12, 2014 at 5:12 PM

    I've updated my portfolio, since my previous topic was archived I decided to make a new one.


    feedback is welcome!


    http://marnamai.interlopers.net

  • The random model thread!

    • marnamai
    • October 5, 2014 at 1:57 AM

    skinweighting is "done" [Blocked Image: https://dl.dropboxusercontent.com/u/16324432/pan_skinweightmoreorlessfinal.png]

  • Do I focus on environment art, level design, or both?

    • marnamai
    • September 29, 2014 at 12:36 AM

    Depends on what you love doing the most.

    But I think if you're simply looking at numbers, by logic there are more environment artists required than leveldesigners, thus probably making it easier to get a job as an environment artist (if the quality of your portefolio supports it)

  • The random model thread!

    • marnamai
    • September 28, 2014 at 9:18 PM

    sculpting update, next up, sculpting the hair for the lower half of the body.


    [Blocked Image: https://dl.dropboxusercontent.com/u/16324432/pan_turntable_sculpt01.gif]

  • The random model thread!

    • marnamai
    • September 24, 2014 at 4:04 PM

    its a base to start sculpting on, he's pan, half man half goat, his junk will be covered in a lush bush + I don't want to scare of potential employers with my portefolio.


    (you asked for it https://dl.dropboxusercontent.com/u/16324432/seth.png )

  • The random model thread!

    • marnamai
    • September 24, 2014 at 11:39 AM

    yep, altho I am planning to do something crazy with those 2 combined into 1 piece. I think it would be more memorable as a portefolio piece if I do something humorous with it.

  • The random model thread!

    • marnamai
    • September 24, 2014 at 12:32 AM

    hmm? care to explain, I am not entirely certain what you mean by lack of context?

  • The random model thread!

    • marnamai
    • September 23, 2014 at 11:55 PM

    Pan
    [Blocked Image: https://dl.dropboxusercontent.com/u/16324432/pan.png]


    Le bonus

    [Blocked Image: https://dl.dropboxusercontent.com/u/16324432/pan_spinanim.gif] Fuchs APC[Blocked Image: https://dl.dropboxusercontent.com/u/16324432/apc_render_v4.png]

  • [CS:GO] de_highlands (WIP)

    • marnamai
    • September 9, 2014 at 7:53 PM

    Really digging the looks of this map!

  • [RAGE] Abandoned raceway

    • marnamai
    • June 29, 2014 at 12:32 AM

    heh, I didn't even know they released the sdk! Looking forward to see what you're cooking up.

  • [HL2:ep2] Overflow

    • marnamai
    • June 28, 2014 at 9:40 PM

    This is my entry for the interlopers.net mapping competition

    DOWNLOAD:http://www.moddb.com/mods/overflow/downloads [Blocked Image: http://i347.photobucket.com/albums/p461/marnamai/2014-06-27_00006_zps69f0a8b2.jpg][Blocked Image: http://i347.photobucket.com/albums/p461/marnamai/2014-06-27_00012_zpsbca76835.jpg][Blocked Image: http://i347.photobucket.com/albums/p461/marnamai/2014-06-27_00018_zps5f0b2595.jpg][Blocked Image: http://i347.photobucket.com/albums/p461/marnamai/2014-06-27_00015_zpse27bf543.jpg]

  • Normal map seam problem + artefacts in xnormal

    • marnamai
    • April 30, 2014 at 6:42 PM

    I didn't have the time to look further into it.


    I don't think it's a baking issue, i 've discovered that the resource compiler from version 3.5.8 is bugged and shows seams on the normal maps on the uv seams, there is a workaround by replacing the resource compiler with the working 3.5.7 version.

    If this doesn't fix it, I should try to get my hands on cryteks xnormal tangent basic calculator plugin together with the supported version of xnormal which isn't available on the website anymore.

  • Normal map seam problem + artefacts in xnormal

    • marnamai
    • April 23, 2014 at 3:41 PM

    hmm, guess there is still something wrong after all ... rendered in xnormal x+ y- z+ , which should be correct for the cryengine, flipping green makes it even worse


    [Blocked Image: https://dl.dropboxusercontent.com/u/16324432/horse%20normal%20seam/ingame%20seam%20visible.png]

  • Normal map seam problem + artefacts in xnormal

    • marnamai
    • April 22, 2014 at 11:27 PM

    didn't know that, how? if I can render them at x +, y - and z + they should be correct for the cryengine


    edit, found it, in the map to render the 3dots behind the normal map checkbox thingie

  • Normal map seam problem + artefacts in xnormal

    • marnamai
    • April 22, 2014 at 9:28 PM

    Some progress!


    seems like its a problem with how the tangent is read


    somehow it work in marmoset toolbag set to 3ds max's way of reading the tangent normal but not with the one from xnormal (which was used to bake the map)

    Guess I shouldn't worry about the seam, but just to make sure to use the right tangent for each software


    [Blocked Image: https://dl.dropboxusercontent.com/u/16324432/horse%20normal%20seam/Screenshot%202014-04-22%2022.24.09.png]

    [Blocked Image: https://dl.dropboxusercontent.com/u/16324432/horse%20normal%20seam/Screenshot%202014-04-22%2022.19.58.png]

  • Normal map seam problem + artefacts in xnormal

    • marnamai
    • April 22, 2014 at 6:34 PM

    @ ayzon: I am not sure what you mean, but the model is a single mesh
    @ paranoidMonkey: I had my edge padding at 2 pixels the screenshot is scaled down and it's hardly noticable, I 'll keep in mind to use more padding in the future

    @ Minos: I really hope that this is the case, it's been driving me crazy and causing a headache for 2 days allready ...

    But does it explain the seam when the normal is applied as a diffuse?

    I 'll update once I get it to work in marmoset.


    EDIT: baked an object space normal (shows no seams) converted it with handplane to a normal tangent map (shows seams)

  • Normal map seam problem + artefacts in xnormal

    • marnamai
    • April 22, 2014 at 6:04 PM

    yes, it shows that seam in every bake I did so far, even with the channels flipped

  • Normal map seam problem + artefacts in xnormal

    • marnamai
    • April 22, 2014 at 5:26 PM

    I 'll try marmoset toolbag


    but I am pretty sure the green channel isn't the issue.


    Here is it flipped


    [Blocked Image: https://dl.dropboxusercontent.com/u/16324432/horse%20normal%20seam/Screenshot%202014-04-22%2018.25.45.png]

  • Normal map seam problem + artefacts in xnormal

    • marnamai
    • April 22, 2014 at 5:19 PM

    I applied a single smoothing group again after the bake, applied the normal map in a the diffuse slot and even there it is visible


    what else can I view it in?


    [Blocked Image: https://dl.dropboxusercontent.com/u/16324432/horse%20normal%20seam/Screenshot%202014-04-22%2018.17.10.png]

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