I will use these techniques for less detailed LODs, because player will be able to get inside the wreck and touch the chain :) But what do you guys think about triangle count. Is 22k a fair amount for a LOD0 of this asset?
Hijack? No way, I just asked because the post I replied is existed here. No problem I continue asking here: http://www.polycount.com/forum/showthread.php?p=2299224 @ Jerry_Royals , Awesome job. I liked your BMW.
Apparently I know more about it than you do. He had no case, which is why this happened (among other losses): http://docs.justia.com/cases/federal/district-courts/california/candce/3:2010cv02614/228647/67/ The guy from Penny Arcade is going to do some writing for it -- not exactly them teaming up. This is not actually…
http://vimeo.com/album/227064 check the polycount wiki, which you probably have done already... it's the link to the left of the forum link.... if you feel like you know how to do what's in the video listed, then you just have to start walking the walk and believe in yourself. Make some work and play with the lighting...
That number is the average luminance of the scene, which is the "intensity of light being emitted from a surface." Using a pure white, no specular material on a plane perpendicular to the light direction helps get the brightest value from the scene, which is what we're basing all of this on. Make sure you have all other…
I've tried with one object only so it will be easier for me to test it, still same results... 1) This is how UV Map looks inside the Blender https://gyazo.com/ece690f20185887c18b1face3356b5b7 2) This is how UV Map looks inside SP, there are artifacts even before I bake the object ( every edge seems to be hard )…