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Psyk0Sith

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Everything posted by Psyk0Sith

  1. First step, next i need to compile the same .XSI file that was used for baking to .glm. By keeping it simple problems will be quite evident right away. By simple deduction you can already tell that the file format didn't change anything to the mesh at this stage.
  2. I'm confused, why isnt it just a plugin DL of a few MB. I already have Xnormal installed and the latest SDK is also available here I probably have old Xnormal versions archived somewhere but installing them won't solve the lack of XSI support. I don't see any options to do that. When you click the mikk tspace plugin the only option you have is to "compute binormal in the pixel shader" Note: You may need to check it depending on your target engine.
  3. Fun fact. The stock version of Xnormal (3.19.2.41085) doesn't ship with an actual XSI importer, anyone got a download link? because i sure as hell won't attempt to code one myself!
  4. Correct, only AO and normals for now.
  5. How much damage happens once the XSI has been fed to carcass is the real question, if it breaks the sync there then the xnormal solution goes right out the window.
  6. The LODs are irrelevant, if your bake came out clean for the highest LOD then it will be fine. The LODs might have some artifacts but it won't blow up your computer. Also, if mikkt syncs with current renderer and .glm then everyone should use Xnormal, if not we can try handplane to get the best sync possible.
  7. Oh hei thar!!!
  8. Because you are simply pasting it on and hoping it works right away? You have to composite it together to make it look decent.
  9. Nope, because i didn't think PBR was a possibility at the time. I suppose i could put something together later down the line.
  10. The sunburn is caused by re-using (or using only one) picture that has shading on it. Ideally you'd want to use a front view, 3/4 view and side view so you can blend all of them together. It can also be painted out if you know what you're doing.
  11. Photo source it in photoshop?
  12. That's usually because the model was baked with 1 smoothing group. You cannot break that 1:1 relationship after the normals are baked or it will bork the way normals are displayed.
  13. In some cases you could use double smooth to block-in the shape and then detail from that, which would create like a "mid cage" resolution. Since double smooth relies on smoothing groups it can help create hard/smooth transitions easily (depending on the object of course). The rest is just planning edge flow to support the direction of the details.
  14. Floaters indeed, it wouldn't benefit me at all to create a pure subd model, all i care about is how good it will stick once baked. Even a subd model will require floaters at some point, some of the small details you won't be able to cut unless you collapse to super dense geometry, here's an example of how i built a "pure subd" mesh with finer details floated on top: http://i.imgur.com/jbpqkqu.jpg http://i.imgur.com/EyWqORE.jpg
  15. Small update. Just straightened the back and added details.
  16. Yup, got all the refs from the game already, that's usually the first step.
  17. We have a different understanding of "taking part" you made it sound as if he would be involved. Which sounded kind of odd.
  18. Take part how? i'm using his concept, he's done his part. Please don't, paid professionals don't have time to waste.
  19. You are correct it's because i worked with the other concept that varies slightly and has additional detailed bits... https://cdna.artstation.com/p/assets/images/images/004/453/990/large/thomas-a-szakolczay-stormtrooper-f.jpg?1483908562
  20. Dunno what it was actually called but Maul Trooper is the code name for now. New Empire Storm Trooper (thanks to @ for the info.) Session 1 - Blocking phase done, tweaks and detailing to come. Based on this concept
  21. It's getting there but the resolution seems a bit low (the pixelated beard and odd jpeg artifacts) and you have some dark spots that should be fixed, keep going.
  22. Some clarifications: 32 bit TGA is for alpha channel support so if you don't have any use for it don't save it in that format, 32 works fine. Contrary to the information provided above 24 bit is the format you should be saving to if you are using TGA. 24 bit means 16 million pixels, same as jpeg. Saving as 16bit will dither the colors, meaning reducing the color range, don't use that format. The reason you want to save your files in power of 2 is simply because the hardware and engine expect them to be that way, that's how it was programmed, if you don't follow the requirement your texture will be forced to fit the power of 2 rule and look blurry or glitchy. Also, 256x512, 512x1024 (essentially rectangle instead of square) are also valid dimensions and quite common in games.
  23. I think he means the pelvis should also rotate forward as the leg moves at the front.
  24. Personally, i'm fine with new animations, in the early stages i wanted to have something to fall back on in case no one volunteered to complete the task. Now it's more of an experimentation to see how i (or anyone else interested) could simplify the process of creating diverse humanoids. Using the biped would be a time saver for max users if done correctly, in case it fails it can be used to drive the nulls, no big deal, but if i have the choice to skip that step i'm all for it.
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