It's up to you, actually. 1 meter for a game like micro machines is one thing, 1 meter for sim city is another. Depends on how far things are from the camera and other things. For a handheld 1st person shooter where you see the walls from very close up, I'd make each meter be 128 pixels for example. Maybe even 256.
Missed this... Opps Skinning in general doesn't react well to changes in geometry (below skin). Above skin it handles it pretty well but then some exporters don't like other modifiers on top of skin so you are risking it working fine in max but not after exporting, so typically you have to redo skin, which isn't as painful…
I will give you some pointers for now as I've actually got to catch a train in like half an hour and this is a dense topic, but here's what I would do in case of that girder. There will be a lot to research but I think it will be more exciting for you that way anyway. 1) Model your girder with either support loops added to…
walknTalknMonkey, thanks man. Yes, i did use mostly photos as my source because these are mainly generic and realistic surfaces so that was the fastest way, not the worst one either i hope :) At work i mostly do painted textures because the games are mainly cartoonish so i need a break, lol. As promised, here i got some…
good idea mr. rockstar Yeah absolutely. In a nutshell, unless you are very good *and* experienced, there is no way a U.S co. will put in the time, effort and money to get you an H-1 when they could so much more easily find an employee with a work permit. Makes perfect sense really. My route into the U.S was generally…
This is coming along nicely, Rhoutermans. I've looked at the concept, and I'm not sure if you're going for a 1:1 re-creation, so I have a few general suggestions that might pull you away from it a bit. If you're going for a direct replica, take from my suggestions what you will. I think you need to re-balance the staircase…
Hey Hanpan, Here's the process I use, assuming I have my low poly mesh finalized and exactly the way I want it... Within Maya 1) Make SURE you're using ALL quads. This is important because Z subdivides every edge of your model by 2, each time you click the "divide" button. Having tris etc can produce weird results that…
We just wrapped up week 3 and there are some cool insights I wanted to share with all of you. On week 3 we focus on creating a hero rock piece and 2 small rock boulders for our scene. We create the low poly version of these meshes and bake the maps to have our game-ready rocks. It is amazing how much you can get with just…
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Hello, I'm currently looking for someone who has knowledge in PMXEditor and MMD to commission a model I need of a character named "Camellya" from Wuthering Waves. The currently largely available one does not obey MMD's cell shaded light and the other is a PSK, and I don't know how to give it facial expressions or textures…