Re: Jetpack
Looking good! 2k tris works for us.
Unvanquished is an open-source FPS game featuring team-based strategy and RTS elements, pitting humans against aliens in a futuristic setting.
https://forums.unvanquished.net/
Looking good! 2k tris works for us.
making a test with the color/normal/specular
the normal still have some problems, but a like the specular.
quick preview of the final mesh, with the maps.
what do you guys think?is good enouth for a ingame preview, or need anything else on the maps?
made less scratched, shoud i take the dirty too?im no really sure if is suposse to be clean lol
im having some problems with render in marmoset, there is lines on the model that dont exist on the normal (ignore the reflectivness).
anyone had this problem before?
I sent chris a PM, if I remember correctly he was a 3ds Max user. It appears to me that not only the render but also the normal map has issues on the corners. Apart from the obvious color jumps, some of the normals there aren't normalized. Some other areas, for example the yellow to red gradient, seem to have a negative Z component (or in case the blue channel is unsigned, are also not normalized).
Not really related to your issue but if it's not too late, keep a 2048² version of your texture maps around. In case you already painted on the 1024² version outside your modeling program, don't worry and just stick to 1024² since this is what we are going to use ingame anyway. (It would just be nice to be able to release higher resolution texture packages in five years or so.)
im working 2048, just uploaded a 1024 for this post
Looks very strange. I've never had such an issue.
It's hard to see whats wrong there from the distance.
Maybe Upload the mesh with textures so we can take a closer look.
This work is licensed under a CC-BY-SA 3.0 license, attribute it to Luiz Henrique de Camargo (lhdc)
When you export the obj, is there an option to preserve smoothing groups or preserve vertex normals? It seems those aren't preserved when we import them in our modelling programs. If those aren't preserved we can only do flat shading or force all surfaces to be smooth, which may not be what the original model was (and may explain why my exports look different).