Hey guys, I am working with a skin shader with ShaderFX in Maya. Decided to try the "Blur9Tap"-node and I am assuming you use it in conjunction with render targets right? I'm getting fairly promising blurred results, however when using the render target functionality I'm having polygon sorting issues. Disabling the "Double…
Hi Everyone, I'm giving the marmoset baker a show since it seems to be working very well and way quicker then substance painter. But I ran into an issue with my model. The model is broken up into 3 parts and 2 of the parts baked perfectly fine no errors. I'm trying to bake the normals and AO map and it seems that marmoset…
Can someone explain to me please the logic behind dynamesh polygon count? It's always inconsistent. Sometimes I import a model, set dynamesh resolution to 1024 and get 4 mil points. And other times it will be 300k points. Just now I was working on a piece of a model where I needed to make holes via dynamesh sub. I'm…
Hello to the whole polycount community! First of all thank you very much for creating such a great homepage! I have found a lot of interesting information about all kind of games. Right now Im doing research to create a chart for my upcoming article. I want to show my readers how graphics has evolved over years and console…
Hi all I come with a strange problem that I apparently am the only one to have (just asked a friend and it works perfectly for him, both at work and on his own pc). I don't have problem to split polygons, but when i use it with the vertex snap it doesn't work. Here's a quick vid : [ame]…
Don't think polygon count will become a problem again though... It's a major concern of mine because I develop for VR and as you may know normal maps and other texture tricks do not work very well with this new medium, so your details should generally be modeled and not faked. That takes a lot of polygons.
Hello people. I'm working with a small team, and we are developing a MMORPG game. We are trying to gather as much technical information as posible, and one of the most important things that we need to solve is the polygon count for the characters (players). What's the budget nowadays?. I know that Blizzard used around 500…
Ahh its so refreshing fixing that pivot point.I made it as big as it could go cause i miss it. :) When i was refering to face polygon i meant the polygon that was in between 4 vertices.Guess that isnt the correct word. I solved my problem by extruding some polyfaces. :) Ill call them that for now since im unsure.I better…
Hello Polycounters ! Well, I've been looking around the internet to find an answer about creating Polygon colliders in Maya (2015) to use them in Unity Engine. But surprinsingly, I haven't found any clear answer on how to create these ! I've heard about some old tools here and there, and a plugin that I can't make work,…