Putting more “next” in next-gen assets
Mudbox recently released their 2009 edition in which performance was greatly improved. This allows me to put a level of detail into the textures that was difficult or impossible before. Instead of depending on texture overlays to provide small scale details, I can directly paint grainy or cracked surfaces. It is also faster then trying to do half in a sculpting app, and half in Photoshop or CrazyBump.
This makes me happy.
*Smiling Face*
Wow. That’s amazing! Good work, Aubrey!
It Looks Great, but you are gonna Smooth the rocks/sand out right? it looks a bit chunky when they touch each other… not that im complaining, because this looks AWSOME!
@Bigwig: that is for another blog post.
Actually, if you browse through the blog backlogs, you can find a research paper David wrote on that exact phenomenon and some screenshots of his solution. Bonus points to whoever links to it.
Awesome!!!!!!!!!!!!!
http://blog.wolfire.com/2008/05/controlled-intersections
do I get the points?
Yet another brilliant touch on the asset creation end of the pipeline, you are doing good things here sir, no doubt about that, Kudos to the user-friendliness level you will be eventually running the Game at.
The finished game is going to leave many people sock-less
ROCK THOSE SOCKS
Another way to get around the straight intersections is to give the bottom of the model more corners and details than the upper part.
Wow! that looks great, Mudbox sure is handy, with some seamless textures used as a stamp its pretty easy to put in loads of detail, great job