I think the poly limits are fair. 6k for a character that is like 3 CM high on the screen, in a fast paced action game that needs to keep smooth on very old and shitty computers in Net cafes in Asia?
If you design smart and build efficiently, you can keep it all within budget
But after saying all that I would love an extra couple hundred tris on some items... Shoulder items for disrapteeerrs and enchantress come to mind
Yes that all stands but i allways try not to cross lod1(lower i think) details and then item turn out bad :P
But well maybe one day i will know how to sculpt highpolys.
And yea btw. anuxi do you sculpt with tablet or with mouse? Iam buying my first tablet tomorrow and want to know hot to use in best way
Are there any guides/videos around that go over custom animations? As far as saving it out or bundling it with a set? Didn't see anything on the recourse page unless I missed it.
Dry and I are working on a new set for Mirana (I sculpted the clothing/hair/gear and Dry handled the mount.), gonna start texturing it this weekend but any feedback is always appreciated. Mirana's mount is a tricky one to design for!
Need some help here, doing a quick test ingame it looks like the importer for the forge spirit ignores your material work and just places the body full bright detail texture over everything. The detail map in mask1 doesn't seem to change anything. Anyone know how to bypass this?
The way to fix that is to find the vmt that was generated when your model was imported, and replace or edit it so that the detail texture doesn't happen. You can at least see the spirit in-engine in the model viewer and "view existing model." We had to do that with our iceiceice set to test it, but the other issue is that you can't see the spirit in-game working, because once you compile it again, the vmt will revert to its old tricks.
@Gamer_Allen: I dig the hilt! Those spikes have an interesting composition. What I'm curious about though is whether the blade is long enough? It's difficult to tell out of context, of course, but it seems a bit short.
@Gamer_Allen: I dig the hilt! Those spikes have an interesting composition. What I'm curious about though is whether the blade is long enough? It's difficult to tell out of context, of course, but it seems a bit short.
TBH, i haven't compared it to Dragon knight's own sword length. Will let you know when i do
Loved the idea and concept, the think I dont understand is why would a hanged man has arrows in his back?
...Good question! Originally, I'd figured that archers would fire at him in his capture or escape. But meh, I don't know. That part doesn't feel strong, and I think he'd just look like a pin cushion from the usual view distance.
*deletes the arrows!* Now to think of a better back piece.
Just wanted to let you know that I just updated my gradient map script for Maya with a few minor fixes. Not sure if you've seen it, but it simplifies the process of creating a gradient map in Maya.
Drew a single for lifestealer and Yuri mind controlled me to make a set.
Now you are the Lifestealer in that case! The spine shards and those tubes look really cool and creepy, I'm just concerned over the amount of details on the metal bolts. They look pretty cluttered from a distance. I think larger chunks would be better visually!
Thanks too for that script, my gradient maps were always a little off, or I'd have to clean them up in the texture. Worked perfectly for my Forge Spirit instantly. Still working on the textures but I'm nearing the end I think.:
I'm getting some baking errors (xNormal), can anyone help me solve my problem?
I've baked this a number of times but I can't find the problem, I re-uv'd as well as exported with new shade groups (even no shading groups).
What is causing these errors?
Replies
You can always check the .vmt files.
Edit: So we've heard that Puck is available...
http://steamcommunity.com/workshop/filedetails/?id=230441613
http://steamcommunity.com/workshop/filedetails/?id=230441613
Trevor! Great job, man. Looks freaking great.
From where? i cant find dis info. That's great though more the merrier
Yes that all stands but i allways try not to cross lod1(lower i think) details and then item turn out bad :P
But well maybe one day i will know how to sculpt highpolys.
And yea btw. anuxi do you sculpt with tablet or with mouse? Iam buying my first tablet tomorrow and want to know hot to use in best way
Puck, Vengeful Spirit and Lifestealer models have been broken down last update and their files are now available here.
So it is now possible to make a puck set?
Missed that, woot new meta! March challenge anyone?
Agreed, great Lich set! :thumbup:
So pretty :poly136:
GIVE GIVE GIVE GIVE
Remade old ward. Vote on wokrshop here!
Finished UV Mapping my Invoker Forge Spirit. Going to start rigging and then finish the final texture. Here it is with a gradient texture:
Did they mention it anywhere?! I realized that by accident today
This is my first item, hope you like it.
http://steamcommunity.com/sharedfiles/filedetails/?id=229957687
(Thx rebelholic for communicate me about the wrong link).
Post in resources thread:
http://www.polycount.com/forum/showpost.php?p=2013343&postcount=69
That's total.
Still working out some details. Arrows in the back or something like serrated blades/spikes coming out of him? Not sure about arrows in a silhouette.
Dragon knight weapon sculpt WIP.
Crits ahoy !
TBH, i haven't compared it to Dragon knight's own sword length. Will let you know when i do
sinister puck
Loved the idea and concept, the think I dont understand is why would a hanged man has arrows in his back?
...Good question! Originally, I'd figured that archers would fire at him in his capture or escape. But meh, I don't know. That part doesn't feel strong, and I think he'd just look like a pin cushion from the usual view distance.
*deletes the arrows!* Now to think of a better back piece.
http://steamcommunity.com/sharedfiles/filedetails/?id=231162119
Just wanted to let you know that I just updated my gradient map script for Maya with a few minor fixes. Not sure if you've seen it, but it simplifies the process of creating a gradient map in Maya.
[ame="http://www.youtube.com/watch?v=R52kclEBa8E"]Creating a gradient texture in Maya with MEL script - YouTube[/ame]
Get it here: http://www.kostas.se/?p=343
Cheers!
He was reluctant to be hanged, so the people had no choice but to tranquilise him with arrows.
http://steamcommunity.com/sharedfiles/filedetails/?id=230336631&searchtext=
Now you are the Lifestealer in that case! The spine shards and those tubes look really cool and creepy, I'm just concerned over the amount of details on the metal bolts. They look pretty cluttered from a distance. I think larger chunks would be better visually!
http://steamcommunity.com/sharedfiles/filedetails/?id=231395367
Vote if you like it !
Consepted by Cottonwings
Thanks so much for that script! I was looking for something similar for Maya for a long time, but could only find stuff like that for Max.
Thanks too for that script, my gradient maps were always a little off, or I'd have to clean them up in the texture. Worked perfectly for my Forge Spirit instantly. Still working on the textures but I'm nearing the end I think.:
I've baked this a number of times but I can't find the problem, I re-uv'd as well as exported with new shade groups (even no shading groups).
What is causing these errors?
Sven weapon wip