Example.
8 sided circle would have 8 tris if you just collapsed the edge.
If you connect every edge together (like in the example), then you would end up with 6.
Not sure, but i think textures will be bad if you will do that more than with 8 sides
@GhostDetector I think that retopo is a balance between low poly shading, texture space needed and triangle count. I think Clockwerk eye is a little spherical so it needs a middle point so the shading will look better.
We could achieve such shape also with 2 cylinders not attached, but we will lose much texture space. Sorry to paste it here, but its nice to discuss
Yeah, I think I'll get some bad shading with more than 8 sides, specially when making the lod1. In my case, I reduced from 20 to 10 faces.
Another reason I decided to put the middle point it's because I could create a concave face and "reinforce" the normal map illusion. It's odd and maybe useless, I know :P
Btw, I got some mixed repection about this helmet on Twitter.Some people loved to death while some think it's the worst cosmetic ever :P
@OniLolz If they think that's worst cosmetic ever they clearly did not see my PA set ^^' In my opinion the head slot for Clock is awesome. But people are peolple they want same thing again and again. Shreck 1, Shreck 2, Shreck 3, Shreck 4 thats what sells...
Yeah, I think I'll get some bad shading with more than 8 sides, specially when making the lod1. In my case, I reduced from 20 to 10 faces.
Another reason I decided to put the middle point it's because I could create a concave face and "reinforce" the normal map illusion. It's odd and maybe useless, I know :P
Btw, I got some mixed repection about this helmet on Twitter.Some people loved to death while some think it's the worst cosmetic ever :P
Is that final texture? I think nose or moustache should be red
Heres a crosspost from the workshop thread (I don't know if you go there often)
A little tip on how to optimize the eye a bit.
You should connect the edges like the example below instead of collapsing the edges to one point. It will make it easier on the engine to read lighting information as well as reduce the number of tris.
Example.
8 sided circle would have 8 tris if you just collapsed the edge.
If you connect every edge together (like in the example), then you would end up with 6.
If u don't need a center line the best way to assure good lightning and normals is to make it as following. At leats that's what I always learned when reducing the tricount. But if u need to reduce texture space u need the center line offcourse.
I would always remove the center part, even if it's spherical you can do the bake with the center point and remove it afterwards so you reduce the tricount.
The head looks really nice though, mustage looks a lot better this way!
you could do almost the same with a centerline as well, it will just start and end with a triangle and not a quad made of triangles, but really it will make no difference
Amazing quality but I can't help but feel it's lost a lot of the bulkiness that we saw in the sculpt, making his silhouette a bit conservative for my taste.
Its a great looking set, congrats. The final model seems to differ quite a lot in some areas from the original concept. What's the story there? Was that as a result of technical restrictions or input from the player you designed it for? I'm curious as to how those came about.
Replies
Not sure, but i think textures will be bad if you will do that more than with 8 sides
We could achieve such shape also with 2 cylinders not attached, but we will lose much texture space. Sorry to paste it here, but its nice to discuss
Yeah, I think I'll get some bad shading with more than 8 sides, specially when making the lod1. In my case, I reduced from 20 to 10 faces.
Another reason I decided to put the middle point it's because I could create a concave face and "reinforce" the normal map illusion. It's odd and maybe useless, I know :P
Btw, I got some mixed repection about this helmet on Twitter.Some people loved to death while some think it's the worst cosmetic ever :P
Is that final texture? I think nose or moustache should be red
With golden rings as custom cogs
I'd rather have a custom particle effect that swaps the zapping for a rain of golden rings
If u don't need a center line the best way to assure good lightning and normals is to make it as following. At leats that's what I always learned when reducing the tricount. But if u need to reduce texture space u need the center line offcourse.
I would always remove the center part, even if it's spherical you can do the bake with the center point and remove it afterwards so you reduce the tricount.
The head looks really nice though, mustage looks a lot better this way!
We finally finished the different moustache designs. What do you guys think?
I'm sad because you didn't include this
If that breaks your tri limit though I think that Whitebeard moustache #2 is the best one!
Artisan of Havoc
http://steamcommunity.com/workshop/filedetails/?id=266630993
Some concept and textures:
http://i1.kym-cdn.com/photos/images/newsfeed/000/613/630/a2a.gif
Hopgood: Technical restrictions + it was looking too much small and thin for ET, so we decided to change.
http://steamcommunity.com/sharedfiles/filedetails/?id=273058613
And working on a Slark set
also, that slark looks dope as hell, absolutely love the weapon and colors.
It's been a while we don't post here!
Here is something we are doing for CNY:
the sculpt looks freaking awesome. I especially love the face and fur. Is it a mount for Mirana?
The collection is done!
http://steamcommunity.com/workshop/filedetails/?id=377754654
I'm posting some process pictures of Yuntai:
Concept done by Elisa Kwon (Facebook | Portfolio) She also made the amazing loading screens!
Highpoly, polypaint, lowpoly + bakes, textures
Textures
Loading screen
In game