I'll be heading over the United States on Saturday 6th Feb (less than a week) with hopes to re-locate to the country. But this isn't my blog so I'll leave it at that. The purpose of this thread is to see if there any of you that would be keen to meet up for a snow trip before the snow season ends. I'll be primarily on the…
Firstly, @ZacD thank you for you clarification now i've another question that is related to that: Currently, I'm participating in the bimonthly challenge on Polycount and working on this environment: link of the concept: (https://www.artstation.com/artwork/QzxGL3) Is it better to use tiling material instead of a trimsheet…
Short answer: For final in game models use mostly quads, except where it makes sense to use tris. Games use tris. Always count tri's not polys. Polys can be made up of any number of tris. You can feed a game a quad but it will break it down into tri strips. you thought you had 4 polys but one of them was a 5 tri poly the…
Just finished up an Unreal Game Jam. 4 days, 5 guys... Didn't get everything in game we wanted to but we are planning on finalizing it. A Grim Situation https://drive.google.com/file/d/0B2J...ew?usp=sharing (this isn't finished but everything works) two player co-op. need a controller, windows. (you CAN play Grim and…
So trying to use muticut to add the muscle shapes i've ended up with tri's but can never work out how to get rid of tri's :( If I collapse an edge the tri disappears but the next quad along becomes a tri. If I cut a tri in half all I get is a 2nd tri. Maybe getting rid of the tri's is something for later and I shouldn't be…
mmm, well I've had lights breaking when trying to use the mats customize utility to setup a scene once or twice, if that could never happen that would be great, it used to also get "lost" behind that preview sphere (you could click) to put the light behind the object, which kind sucked the 1st few times. Forget why i had…
I've been trying to model very low polygon figures that can work in Poser (Stop moaning.), or be exported to a game engine. >5000 Polygons. The trouble is I've used to working mostly in quads and avoiding Tri's like the plauge, but game engines seem to require only tri's. A 2000 polygon figure istantly becomes 4000 Tri's…
A lot of these sorts of (usually entry-level) questions about triangle usage culminate in the following understanding: 1) The notion that one should never use tris/ngons is reductive, and there are times when tris are actually beneficial to deformation. 2) Quads get turned into tris at the end of the process, anyway. I'd…
Hey Polycount. I have been researching this topic for a while now, and I know that there are normally multiple ways to go about it. The context is that I'm practicing my modelling and texturing for non-stylized contemporary architecture assets, meant for a hypothetical fps game that has large open urban areas. By…