There is no hard rule. The minimum amount that looks good for the art style or the technical constraints of the game. Example #1: The trees are 6-sided cylinders. Example #2: The valence count of the cylindrical parts is exactly as high as it needs to be in order to eliminate a jagged look in the silhouette at the closest…
Well I needed a visual element to seal off the scene from the outskirts of nothingness so it looks like I'm going to add some bigass castle walls to the list. Started a little blockin along with a small exercise in good old path constraints for placing the banners along a spline and handiputlating the vertexs so the cloth…
It's a game designer mentality. I had multiple teachers like that. They don't take account visual progress or advancements in game, even knowing how we are freed from a lot fo grpahical constraints. They'd rather prefer we spend the new power acquired on more advanced AI for the characters than just adding bigger textures…
Refraction certainly is something we plan on adding back in at some point. Unfortunately it got put on the backburner due to technical constraints (sorting will likely be a big problem with refraction). It is something we would really like to add though. You are not missing anything, we haven't added an auto re-load…
Which reminds me of a trick I have up my sleeve for retopologizing that I had forgot about. Using Zremesher in Zbrush to achieve a reasonable amount of quads (around 3-4k tris for this stone entrance), you can then use transform constraints in Maya 2014 to suction wrap the low poly to a decimated high-poly reference mesh…
For your obsession with tweaking lines and vertices, try the "set flow" button in 3ds max or try to find something similar if you work with another package. Edge/face constraints are also really good for tweaking, topologik has a neat tool for relaxing vertices while staying on the mesh. Slowly build your interface with…
I've never gotten relax to do a good job (the one in the toolbar with the click and drag thingy) I'd use unfold instead. (The other click and drag thing in the same tool) Or sometimes I'd use unfold from the dropdown menu, which has some nice pinning and constraint options. Also using relax from the menu seems to work much…
RealtimeUK are currently looking to recruit a Lead Modeller who is creative, flexible and passionate in their approach to working in CG animation for high end cinematics and short films. This is a supervisory/hands on role and you will be as proficient as a line manager as you are a 3D modeller/texturer. Liaising with the…
Depends. Often it's best to refine the topology to match the flow of the silhouettes. If the model deforms at all, for example a floppy hat with ragdoll constraints, then topology flow really matters, it's helpful to have good edge flow wherever it bends. More on the wiki…
In maya the envelope tool just does a simple push on the mesh and you get tons of overlap happening in the fingers and between the legs etc. Is there any scripts that add constraints to the cage tool so that it doesn't overlap things? Going through and tweaking verts between fingers is very frustrating, or is there any…