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#281 (permalink) |
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Industry Artist
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It is, but most engines and 3D apps don't support it and it makes a substantial enough difference to a scene (compared to normals or regular parallax) that it's a bit of an unfair advantage. The poly limit is enough that modeling in details large enough to require relief mapping shouldn't be an issue anyway.
I don't know if there are any games at the moment that natively support it, either (can't think of any at least). |
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#285 (permalink) |
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Senior Member
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Hey just to make sure, is an Unreal 3 Terrain allowed?
edit; should've searched. Anybody have a clue why the polycount on that terrain seems to fluctuate (it's not the dynamic tesselation thing)? I've see it go from 4096 to 256.000 primitives in the generic browser count thing.... I'm sure it should be 4096 now, since my size is 32x64 = 2048, 2 tri's every poly.
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Last edited by Xoliul; 19-03-2009 at 07:23 PM. |
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#286 (permalink) |
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Frequenter
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Hello EVERYBODY! Moderators and Forum Leaders, I have a question about the Final Submission GuideLines: I'd like to create an awesome Presentation Page to go with my Teams Screenshot. Does the ENTIRE Final Submission have to be 1280x1024 (Height x Width, right?) or do these GuideLines only pertain to the screenshot? Thanks!
![]() x CASEY x JONES x |
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#287 (permalink) |
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Senior Member
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We're not looking for a presentation page for the final submission.
We only want and ask for an unchanged screenshot - no post-editting in photoshop. Just a screen. Cheers.
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Glynn Smith (Portfolio) |
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#289 (permalink) |
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Senior Member
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If you have a screen resolution at that size (jealousy!), you could hypothetically resize it for the comp, but with every 4 pixels being averaged into one, for a resize or 0.5, without a light sharpen filter, it'll never look as good as one at the native resolution we're asking for
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Glynn Smith (Portfolio) |
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#290 (permalink) |
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Senior Member
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Ok, I'm using 'Parallax Occlusion Mapping' for a set of textures. What it does is uses up the alpha channel of the normal map as a so-called 'height map'. I'd like to confirm if that alpha channel would be considered as 'within 'the normal map texture or separately.
Edit: I have another question. Our team has decided not to model anything that doesn't get captured in the camera. The original movie shots we are targeting is 70mm wide screen. Hence we've decided to take a screenshot and then put a cinemascope-type black bound on the top and bottom, hence making it compatible to the actual sequence we're targeting. Is that safe in terms of staying within the rules?? Eg, one of the shot we have is actually on the road, yet you don't see the road at all. Hence we've decided not to model the road, just like they actually do in movie sets. What do you people think of it?? Thank you. ![]() Last edited by satan; 21-03-2009 at 04:11 AM. |
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