Using a highpoly to extract normal maps is for noobs, every pro artist just takes his diffuse, levels the shit out of it, gives it a sharpen and run it through the nvidia normal map filter.
Besides, baking is something your MOM does. Whats next, you want me to clean up my mesh? Pfft, losers.
Why Triangulate things? Obviously it creates more polycount
as shown in this reference here with just a cube. The Less wire mesh the computer has to generate the better.
Rule #137 for Maximum-Awesome in Videogame Development from an Artists Point of View (MAVDAPV for short).
Always.
And thats.. ALWAYS.. unwrap cylinders to be little cocks! Then you'll have super secret dicks in all your unwraps! MWUAHAHAHAHAHAHAHA
*Not really. Efficient unwraps are, of course, what you should be after. But always take the opportunity to cock up your unwrap if the chance presents itself.
Something I'm working on right now made me think of this...
Don't delete faces that are hard to see, there's a chance that at the right angle part of that face may become visible and also it's peace of mind knowing that your modelling has extra depth to it.
Adam: So how should we know when these completely retarded threads are frowned upon because polycount is such a serious place of intelligent discourse and when they get mods posting cock n balls?
I don't want an actual answer, I just want to invalidate any future holier-than-thou spiel you make following a humorous post in "non-sanctioned" space. Your cock n balls are screenshotted and provided at the following link for anyone to use as they see fit:
I totally get where you're coming from. And I'm happy you're paying attention enough to bring this up, but not paying attention enough to read what I've written numerous times (in the exact same replies you're paraphrasing) as I now get to say it again: I/we don't mind these sorts of threads so long as they're within moderation. And its when the lame-train comes rolling in (numerous threads like this one) that we ask you guys to bring it back on topic and tone it down a bit.
Oh, hey, this thread is amazing. AND I feel like I can share some of MY wisdom which is usually so rare because all the amateur 3D artists think you're just insulting them when you try to explain why their techniques are inferior and then they won't let you post any more.
There's so much in this thread already, but I found one area that hasn't been touched on enough: UV maps......
ALWAYS make sure none of your UVs overlap! ESPECIALLY if you're making a low resolution character because you need as much unique texture space as possible to make him look good despite the resolution! The more unique details you can have, the more lifelike and realistic it will look. Try to make sure your rust and edge wear is completely different on both sides of the object, even if the model is symmetrical! You need to offset that symmetry with your superdetailed texture! Also make sure to get rid of as many UV seams as possible, this is so that the shader can render the model correctly. The most professional UV mappers in the industry can lay out an entire character's UVs in a single island! Practice this!!!
If you find you have some empty spots in your UV map after laying out all your large, unique UV islands, pick the most important objects and stretch them out to fill the empty space. If you can make, say, a face be twice as wide as it is tall, that's just good because you need that extra resolution to make it more lifelike up close. Again, this becomes more important the lower the texture resolution you're working with!!!
Pay some small startup studio to do your job for you and than have them fire their employees after your job is done......
Actually I remember this guy added me all of a suddon to this group meeting on msn when I was like what..18?
He assigned me to make him models and all (yes I know my modeling is crappy but that time someone told him that I know how to use 3ds max) so I started modeling...everything went pretty well until I foundout that he works at walmart and does not have any of the skills related to CG. =S
Also, having no friends is a good thing, because it gives you chance to fakuse on your task, and your task only....:)
Replies
Besides, baking is something your MOM does. Whats next, you want me to clean up my mesh? Pfft, losers.
OBVIOUSLY!!!
They're just a bunch of squigly lines. Don't do any good. Don't do anything. Who needs 'em?
If you animate with biped, you'll soon realize this truth
no no no... You cut off their heads, before they take yours in attempt to take your art skillzzz
Always.
And thats.. ALWAYS.. unwrap cylinders to be little cocks! Then you'll have super secret dicks in all your unwraps! MWUAHAHAHAHAHAHAHA
*Not really. Efficient unwraps are, of course, what you should be after. But always take the opportunity to cock up your unwrap if the chance presents itself.
This made me lol.
Adam: I see your UV cocks shift to the right, mine tend to shift to the left a little.
Don't delete faces that are hard to see, there's a chance that at the right angle part of that face may become visible and also it's peace of mind knowing that your modelling has extra depth to it.
Im insulted!!!!
And your post is doing nothing to help me makes da awesome 3D artz and stuff...
I totally get where you're coming from. And I'm happy you're paying attention enough to bring this up, but not paying attention enough to read what I've written numerous times (in the exact same replies you're paraphrasing) as I now get to say it again: I/we don't mind these sorts of threads so long as they're within moderation. And its when the lame-train comes rolling in (numerous threads like this one) that we ask you guys to bring it back on topic and tone it down a bit.
http://www.crobike.de/en/werbemittel_bilder/promopeddler/10800/21934.jpg
There's so much in this thread already, but I found one area that hasn't been touched on enough: UV maps......
ALWAYS make sure none of your UVs overlap! ESPECIALLY if you're making a low resolution character because you need as much unique texture space as possible to make him look good despite the resolution! The more unique details you can have, the more lifelike and realistic it will look. Try to make sure your rust and edge wear is completely different on both sides of the object, even if the model is symmetrical! You need to offset that symmetry with your superdetailed texture! Also make sure to get rid of as many UV seams as possible, this is so that the shader can render the model correctly. The most professional UV mappers in the industry can lay out an entire character's UVs in a single island! Practice this!!!
If you find you have some empty spots in your UV map after laying out all your large, unique UV islands, pick the most important objects and stretch them out to fill the empty space. If you can make, say, a face be twice as wide as it is tall, that's just good because you need that extra resolution to make it more lifelike up close. Again, this becomes more important the lower the texture resolution you're working with!!!
That made LOL...almost lmao.
Pay some small startup studio to do your job for you and than have them fire their employees after your job is done......
Actually I remember this guy added me all of a suddon to this group meeting on msn when I was like what..18?
He assigned me to make him models and all (yes I know my modeling is crappy but that time someone told him that I know how to use 3ds max) so I started modeling...everything went pretty well until I foundout that he works at walmart and does not have any of the skills related to CG. =S
Also, having no friends is a good thing, because it gives you chance to fakuse on your task, and your task only....:)
but i got something
if you're a programmer and have a bug in your code, always find workarounds to avoid fhaving to fix it