Speaking of those nanite meshes. Do people really make them for games now ? I mean like straight from zbrush sculpt slightly decimated? No normal maps? I never worked for Unreal so I am curious ? Been under impression the whole nanite thing is a sort of engine showcase rather than real in-game thing. When I model something…
'Floating geometry' generally uses less triangles but it will cause some overdraw at the point where the 'floating' geo sits over the mesh. It's a trade off between tri count and texture but I think it's mostly always better to use less triangles.
Your post has been here for a bit and it hasn't got any response. There are things that can assist you. The wiki has everything you need, and a whole lot more: wiki. I put some stuff below that might help. 1/ Anatomy: That is really the first thing with figures. A good practice is to start your model naked so you can…
Working on the turret on the back of the warthog on Halo:Reach, at the moment i'm doing the rocket variation. Got the main missile pod done I believe. Hoping to bake the details into a AO and Normals ect, but I have never actually done this, will the floating geometry cause problems as the cage will have to be rather large…
One thing i'm seeing right now is a lack of an Ambient Occlusion pass. It would really help to get rid of some of your "floating" thats happening in the shot. Examples where you have the most floating are: Ant on speaker, ant standing on stool, most of the plant.
It's cool to have floating pieces that make it look like a magical element is holding it together but overall it's disconnected way too much. I think a better design would include a floating piece perhaps in the middle or top, if it's an interconnecting element. Otherwise there's just too much disconnection.
i think this is going to be the final concept : notice there might be a floating garden in the background . i may replace the dinosaur head with the island ,i'm sure about the boat , i don't know ... :) edit : i like making the floating island , working on it too ...
Yea, the lack of topological symmetry in Mari is/was really weird, it's not even that difficult to implement (in general). I don't think Modo had a proper index-based topological symmetry system either when I used it, though it did have one based on vert positions (which of course broke all the time since float values are…
I assume this long triangle shading gradient isn't in hi poly mesh . But it could be if its sub-div model . Most probably although it's low poly model . Easy fix would be just fixing vertex normals/ split normals or whatever they are called in your software. Here I fixed the gradients by just putting Weighted normals…
well i try this in the script attached to my prefab, but dont work like i want, wt am i doing wrong? public Transform target; public float speed; void update() { float step = speed * time.DeltaTime; tansform.position = Vector3.MoveTowards(transform.position, target.position, step); }