Technically using OpenGL4 or DirectX12 and Bindless Resources, you can push milions of draw calls in miliseconds. Since with bindless model you are no longer limited by CPU speed. GPU binds resources on it's own (in OpenGL it's only for textures, I dunno if this has been extended to support geometry data as well).
The tires seem to fill the entire wheel well. I'm also not certain why the wells extend straight from the outer shell, unless you were trying to keep the polycount low; they typically are a bit wider once inside the shell. Also, if this is a static object, consider flattening the bottom of the tires a little.
In Photoship you can just use Lens correction with negative "remove distortion and scale, give it a black border and use extend edge" Don't know whether the thing is physically correct, but the image looks about right for a mirror ball image. I'm sure the reflections would look about right.
The only Bug Ive encountered was the attachnode function being not working ang givin error messages like " Unknown Property: BaseObject" undefined...everything else worked fine...but if you have fixed this in the upcoming release, than there is no problem :) Hope Extend Surface Script is now integrated in the new beta.…
ok biomag, i'll get on that. @loutrattitude- I looked up padding. The answer I got was extending your image over the limits of the uvs. 3Dreaper- What do you think about putting the uvs like i did? i just put them across the whole 0,1 space.
New Update http://www.digitalfossils.com/Download/NVil-Feb-10-13.rar Summary of changes: * Some bug fixings. * Brush tool 'Pinch' and 'Extend' is added. They are available both in basic streamline tools and vertex visual 'Tweak' tool. * View > Viewport Layout. Still some improvements are WIP. Thanks!
There's a damn lot of texture stretching (most evident in screenshot 7 of the PS2 version). Especially on a texture which has a regular grid of "holes"... it wouldn't have been so bad if it was a generic metal texture, but man, that's just nasty. Do your awesometastic talents extend to decent UV-mapping? Thought not.
Not too bad, I think you caught the general shape pretty well considering you had a sprite as reference. One thing I can see, is that maybe his extended jaw is actual geo - from this render it looks more like a texture. Polycount feedback fills you with determination
Thanks, and yeah the back is pretty blobby. About the the ribs it's supposed to be like carapace, but it would be it's ribs. But I will go about attaching them. as for the legs I based the creature off human size except I extended the arms a bit and made the hands larger. I'll got about the changes though.
Arm: the upper limb of the human body, esp. the part extending from the shoulder to the wrist. I'm wrong. Whatever. Does anyone have anything else to contribute to the thread? Or would you all rather continue the pointlessly insulting one another and responding to well-intentioned posts with off-topic drivel?