this time we tried to create a puddle decal and we were successful.
the workflow was like: sculpting a plane in mudbox (stones,dirt), then baking in 3dsmax to get the normal and the height map, then texture work in photoshop (diffuse,alpha,specular,normal details) and then setting up the direct x shader in 3dsmax viewport. thanx to doylle from
www.game-artist.net for the nice
3dsmax directx viewportshaderthe trianglecount of the decal is 2
here the screenz
here the wireframe :)
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