Game Editing > 3D Modeling & Content Creation

3D Modeling WIP Topic

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kat:
That's it! It's not the lighting issue per-say but the solution to it, using double sided materials. If you do that on a complex model or models it's going to add up because the material (in the GPU) is simply duplicating and inverting outward facing surfaces to get the inverse; it's often more efficient and uses much fewer polygons to simply box up and close the mesh.

ratty redemption [RIP]:
@milk, understood and if i ever get ps (in which case i would buy it) i will definitely use the ndo plugin you recommend as i agree it sounds very powerful.

@kat, i'm finding it interesting to learn about the ue from you guys, especially as i've never tried any versions of it. do we know if the next idtech engine will be available for us to mod? if not i might start using udk.

ratty redemption [RIP]:
here's some images of my cliff faces i've been periodically working on for dersaidin's weaver project.

including normals rendered from the diffuse source image using crazybump, and then baked in blender on top of the mesh normals. i have a different modeling technique i want to try soon, which might improve the geometry but recently it's the material i've spending more time on.

[attachment deleted by admin]

ratty redemption [RIP]:
the rest of the images.

[attachment deleted by admin]

kat:
That looks pretty decent Ratty. You're using a tiled 'generic' rock texture? These are relatively large mapobjects right? I was going to suggest seeing what a reduced polycount would look like but on big models it'll look a bit naff for that 'type' of rock. Have you got any shots in-situ?

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