I read online whilst doing more research that "Vertex color is cheap (maybe not so much on mobile though) because its a per-vertex information. Thats also its main drawback : the vertex color resolution, if I may say so, is limited by the actual tessellation of the object. With a dense mesh, you can have vertex color…
I'm using blender 3d, so there's no turbo smoothing. There are catmull-clark subdivision surfaces, but I'd like to keep the level of details low and polygonal Visually, sharp edges and flat polygons are pretty much the look I was going for, the problem is that anatomy has been giving me grief for quite some time.…
There's no shortages of methods you can use to create a model in zbrush, and they all have their pros and cons. A full Dynamesh (or Sculptris) workflow can be a good way to work without any limitations on the form - the equivalent of doodling a concept to life - but as you've noted this high polygon count can make it…
for a mudbox base model you want to make sure that your mesh is divided up into even sized polygons. Using a mesh with edgeloops and triangles will give you bad results. The edgeloops will give you uneven polygon density and the triangles will cause funny smoothing. on the left hand side of this image are some mudbox base…
Hi, let me share you some renders. The head sculpted in ZBrush and final images rendered in 3ds Max with Mental Ray. I painted detailed SSS textures to building the right skin shader. The head has detailed geometry with great edge flow that appropriate for facial rigging and animation. The character also was modeled in…
It hurts my eyes seeing so many unoptimized "game assets". You should decreace the amount of polygons where they're not affecting to the silhouette, no matter if you're doing this as a hobby or as a professional. It's just stupid to leave them like that and it's totally unprofessional, especially if you're rendering these…
Okay. Hopefully I've made some improvements. I've removed the million polygons on the broken board. There's still some, but not as many as last time. Hope it's not too much. I've also made some general "crooked-ness" on the whole model, so it doesn't look as perfectly even as the previous version. I liked Ro-Sham-Bo's idea…
The previous comments are correct. You have a floating face, not edge. There are some options you can enable that will help you see degenerate faces. In Windows>Setting/Preferences>Selection : Enable Face Centers This will put a dot in the middle of faces, and can help you determine collapsed faces across your model.…
In my experience that is exactly what you want to do. Polycount on things like that wont make that much of an impact as while you are doubling the polycount, you would only be doubling 100 to 200 tris for some grass or bush etc. I am sure there is a double sided shader in Unity (cant remember off the top of my head) but i…
ha, I was about to reply with a screen on how to use the settings but I guess you figured it out. This is still early in development- there will be a better explanation on the settings on the website with screens. I recently made some progress on the future Sprite Hull packing tool: It generates a vector hull around every…