in my experience, poles should be avoided for subdiv modeling, but it really depends on what you're making. Try subdividing a pole and sculpting over the surface to see if the results are what you're after When your model is symmetrical like your basemesh, you can just delete half of it, break up the poles by having the…
Not knowing the software is not the same as the software lacking something. Off the top of my head I can think of several ways to re-top it in max with minimal effort. It gets even easier if you use some free and or not free scripts but it is very easy to do without them they just save a bit of time and are very useful for…
Level03D - Replaced previous strcture shapes. Decided to use the pylon shapes and constructed my own asset for blockout, I went with a more damaged variation as what I had in mind is that these structures would have probably been here a while and that maybe they have been recently activated that may have a connection to…
Just for reference, thats untrue. Best diffuse photographs for non pbr diffuse are best in overcast because you don't have directional light mucking it up. But you still get lighting information. The actual best way to get photos is using cross polarization, like oglu said. Your pictures are useful for studying how light…
Depends on the shader technique. If you're using tessellation then more geometry is being created on the graphics card at render time in a tessellation shader. Tessellation allows you to move points away from the surface or into the surface, it also tessellates based on how close the camera is to the surface. If you're…
The information a world space map saves is just "pixel X is facing direction Y". That's fine if the object never moves -- you know a texture that is facing east will always face east if the surface it's on doesn't change. But if you were to rotate the model 180 degrees, the surface the texture is on would now be facing…
It's a bit long and it doesn't really fit well into forum format, so you'll have to travel off site. http://mr-chompers.blogspot.com/2009/06/light.html * Unfocused light falls off inverse squarely. Double the distance, 1/4 the brightness. Half the distance, 4x the brightness. * Surface roughness determines how clearly the…
As pior implied, you really only need to know the hows to create assets. That is knowing what maps you need for an asset and how to make them. For pretty much 100% of instances you will need: - Color map. This is the flat color of your asset. There shouldn't be any shading in this map unless you're doing something…
If we are talking about new workflows Here is my workflow with the distance field volume builder in C4D, its non destructive and extremely powerful but also gets very laggy Not sure if other software also have something similar that could be used that way My highpolies are basically 95% of my lowpolies which saves tons of…
I spent the past 4 years not using it, as I was doing sci-fi hard surface guns and robots for a third person shooter without the ridiculous level of stylized damage that Gears of War has. I would rarely use it for specific objects but in general most of the stuff I was making was metal, plastic, etc. Now I'm doing more…