Posted 09 February 2010 - 03:36 PM
Funny how things look good at the time then as time goes by you realise they could be better^^
important to add is that this is NOT a wwii version of the kabar...gotta move with the times:D
Posted 25 April 2010 - 04:39 PM
"BEVEL" even what should be the most straightest of extrusions. I hope this helps sum1...just 1 person not 2 ^^,
Posted 27 April 2010 - 11:40 PM
Posted 28 April 2010 - 06:43 AM
The thing ive wondered is, can xnormal produce maps as good as max? especially as u can set super samplers,catmul rom etc in max...or does xnormal kinda have this built in? (my homework^^,)
Either way (and yep this is a feeling sorry for myself moment) I made a school boy error in that I didnt maximise my uv space...this is day 1 stuff...and I messed up...foolish child ^^,
The texture could have been around 5-10% crisper overall id say.
blog mode off ^^,
Posted 28 April 2010 - 06:05 PM
Also, for UV optimization, you should try this out. Possibly the best plugin ever, and as far as I'm concerned it's free.
I think you only need a license for commercial use, cause I've had it for months and it still works fine. Packs your UV space for a nice 1:1 pixel to poly ratio, really clean as well.
Posted 28 April 2010 - 10:00 PM
And your probs right about Xnormal in terms of time to bake|final outcome in game. Im going to stick to max until my comp cant handle what Xnormal can...in terms of meshsize...but then again with zbrushes Decimation master at our sides...max has a new best friend.
if you have any other programs I should be aware of...share the wealth...I have Unfold 3d, UV Packer,Xnormal to aid me.
Posted 29 April 2010 - 11:18 PM
For general unwarpping, this script is amazing. Align tools, rotations, mirrors, and plenty more and it's only a script, not even a plugin.
I use unwrella for any organic based model, it's quality and process time is just ridiculous. Pelt seems take like 5 minutes to set up, and maybe another 5 minutes to tune them for unwrella to do the unwrap properly. The map's literally have no proportion errors and all the checker patterns line up seamlessly.
For rendering UV maps, I use textporter. I feel like most people somehow don't have this, even though I think it's the most essential plugin you should have.
Not really workflow related but shaderFX is great if you know HLSL or even used UT3 shader editor. Creates realtime DX shaders which are great for presenting next-gen pieces for portfolio or whatever. Even good to use to create replicant shaders of engines like UT2.5 so you know how your piece will look ingame, but obviously you can do all that in realtime rather than constantly porting to different programs.
I prefer using this shader though, it's just clutch. Could use some refract/reflect additions and parallax would be nice as well.
For a toon orientated shader, here's an amazing one, use it all the time for TF2 stuff(half lambert and what not)
http://blog.maginot.... ... hader_toon
Otherwise, I just use custom scripts and binds to increase my workflow speed. Like bridged edges and all that stuff I have bound to different keys so you don't constantly have to click on the drop down in the modifier list.
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