Dammit, I'm on Xbox, nevermind, just would have been cool to battle with some people who are more familiar than "MegaDork$%^4837".....lol
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ps...dango. I see your tagline under your name 'master of the 32 bit floating point.', so ...you are kind of related to this thread, even if your message isnt :bow:
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floating point is something different.... if dango is referring to colour that is.
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oh. When I was reading about displacement maps, I read you could export them in the 32 bit floating point variety...
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some more time in z, and a bit of deja-vu. I uv mapped two or three items, but am going to sculpt before doing the rest. Ive already got some texture stretching. The cloak is a real challenge to uv well for me, I think I can get away with most of the other parts. Heres an update of the 'fisherman'. I dont know why I've called him that. I kind of took inspiration from the himalayan character from unchartered 2.
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just a quick afternote to this thread. Been playing around with zmapper, looking at normal maps and cavity maps. Safer I thought, than displacement. Heres some of what I got in Maya. Still not there (the model doesnt help), but a little bit.
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and with eye.(stops it looking quite so lifeless)
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i think this thread died a little while ago, but i didnt think it was worth starting another thread for this question, so if anyone reads this....
... i heard on a tutorial last night that displacement maps behave better on sub d surfaces than poly surfaces. can anybody validate this? |
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