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Published: 2009-03-08 13:39:08 +0000 UTC; Views: 5530; Favourites: 34; Downloads: 1854
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Description
This is the texture layout and some screens from max viewport.Related content
Comments: 10
xXxOUDYxXx [2012-10-01 20:36:54 +0000 UTC]
damn..how do you manage the uv map?? Do you unfold and dploy all of your uv? Or you use automatic mapping? In any case, how do you texture? With photoshop? Arent you lost when you texture your scene/object?
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aspirin111 [2010-02-28 16:04:49 +0000 UTC]
what is the thing on the bottom right side? what is the image used for?
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xXxOUDYxXx In reply to aspirin111 [2012-10-01 20:39:49 +0000 UTC]
its the object normal maps. It's map which gives 3D or depth illusion
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darthrith [2009-03-11 23:39:52 +0000 UTC]
Thanks for the info, that's great to hear. Hopefully the PC will bring such change soon.
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darthrith [2009-03-11 23:01:27 +0000 UTC]
That's simply awesome work. Thanks for showing the sheets and the answer to 's question, that's very informative. One more question though, what's the tri count for this bot?
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GeneralPeer In reply to darthrith [2009-03-11 23:21:33 +0000 UTC]
The trianglecount is around 21.000. I think this will be the avarage tricount for the upcoming generation of games. Right now we kind of stuck with current generation of consoles and the specs of it - but the PC can do alot more now. In the future we will have alot of new funky technology to make assets.
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7bpictures [2009-03-08 18:08:46 +0000 UTC]
Great work ! i have a little question if you don't mind, i see some N-gone on your wire, did this have any consequences when put in real time engine ?
Wen
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GeneralPeer In reply to 7bpictures [2009-03-08 19:23:04 +0000 UTC]
Thanks,
to answer your question, no consequences when you put it in realtime engine, Cryengine and Unreal Engine triangulating the meshes when they are exported in the specific fileformats, so you donΒ΄t have to worry about N-goneΒ΄s, circles and other stuff.
But sometimes you need extra cuts for shading (vertex color gradient).
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