Hello y'all! I have a question while working on my capstone for school. I'm working on buildings on the street, is it okay if I create new polygons and attach the assets (frames, windows, borders, etc) to each other? I've heard that I need to avoid stacking and intersection because it will cause the z-fighting and the…
So, I'm making a small sample scene to showcase textures from my upcoming asset store pack. For convenience I want each polygon of a large cylinder to be unwrapped like this: Basically all polys will overlap in order to reuse a single texture (or at least same UV space) in its entirety. Is there a way to automate this? I…
Hi guys. These days i have been watching a lot of renders with a nice style and i wonder how it is done. This is an example: http://www.pinterest.com/pin/517351075916484574/ I have see that this kind of 3D style is done in Cinema 4D but i don't know of it is a plugin or a propierty of the object. here we have an example:…
Hello, I usually model objects both in 3ds and zBrush (making base shape in 3ds, throwing it inside zBrush to make details, then unwrap in 3ds again and make textures if needed in zBrush) and sometimes face this annoying problem: map becomes "polygonized" with UVs completely messed up if i'd try to reunwrap it back. Does…
Suppose I'm trying to model indentations/holes on a cylinder: Is it better to use more polygons to get the level of detail I want? Or height alphas in substance painter on a flat cylinder? Which is better for game performance? I'm using Unreal Engine 4 if that matters.
Hey, I wanted to use displacements from xyz to texture my model. My model has uvs (polygroups in pic). After the uvs were created, I posed the character... nothing extreme, however the head was turned and now there is some stretching of polygons on the lower neck (pic). I'm wondering will this have a bad effect... and when…
I know this is asked many times probably (even recently), but I haven't figured out a comfortable way to create the polygon hair with cards. Here's the low poly head (separated from the rest of the body) from my character where I'm trying to create the hair on top of it: I'm aiming for a ponytail hairstyle like this, but…
Hi guys Im working on a smartphone app with a bunch of people and im creating low poly characters for the app. I have no idea how high the polygon count should be. Those 2 characters are the only 3D meshes in the app. The rest will be augmented reality. I was doing a little research and also checked our forum for existing…
Hello there polycounters ! Well well, I have an advice to ask you about how you guys handle polygons backface. To save some polys and avoid very thin pieces of geometry (which I think is risky on display due to zdepth) I chose to model only one side of the colar pieces. It displays fine when well oriented to the camera,…
Hiya, I noticed a few other posts like this but they seemed a few years old so I wanted to recreate the post with updated info. I'm hoping to find out how many polygons an asset would have roughly. Let's use a PC game as the platform and Rainbow Six Siege as a game reference for quality, what would the polycount roughly be…