it is not even reliable with quads, in so many cases it creates ugly concave tris, or creates convex faces where concave ones might do the job way better
Very nice- how are you creating the vector displacement maps? Is it the same process as creating standard displacement maps as in your earlier tutorial- but only with vector displacement instead?
You won't be able to create such particles if you don't know how to script or create expressions in Maya. Unity will be way faster and easier for you to do such things, or UDK.
Yeah I'm going to create a low poly from this high poly. I'm actually trying to make a handful of high poly objects first and then create the low polys.
If it's just a single unique asset then creating it as such would be perfectly fine. And in this case would give a lot more opportunity to create a higher quality asset at little or no extra cost.
well and its obviously also a technical question, can your engine create the shading you want to create or not? If not, fake it and coloured spec is a great way to do so
Thanks! I've added a short text on creating metal surfaces, might be handy for some... I hope. http://environment-artist.blogspot.com/2009/10/creating-metal-surfaces.html
well technically he's talking about creating something, not owning it.. and in my case in those situations I would (and have) put the version I created in my portfolio.