Yep overdraw and opacity sorting can quickly become huge issues so you want to limit the amount of opacity maps you use and their impact on the scene. If your map has a lot of opacity dead space it's generally a good idea to trim the geometry tighter to the opaque areas. This helps if the geometry is set to cast shadows to…
Well, I've been working with nurbs for about a decade, as industrial designer, and it has been quite shocking to me doing the same stuff with poly modeling. The problem with your example is that you got a spline only. In Rhinocers, you got a command called "Patch" that fills a nurbs curve perimeter with a surface. It can…
It's a several step procedure, maybe by posting it here I can figure out how to trim it down... the original DS assets need to be resized 150% for iphone to maintain the ratio of what we show on screen between devices. The devs thought it would be nice to use some sort of scaling algorithm, I'm not entirely sure what's…
@mutedwrrrJW Thanks! I don´t use bsp at all. Everything is modeled in 3ds max and then put together in UE4. Here is my building set so far. Sorry for my lack of updates. I´ve been crunching with this day and night. I created a better system for modular buildings using parent blueprint class that controls exterior wall…
Thanks for all the answers and resources! 9) I found a good way to do this in my case was to hide everything except the mesh I wanted to unwrap. Probably there are better ways out there, but this worked for me. Update: I got to a decent finishing point but with lots of trouble baking a decent normal map using a round edges…
What's the goal with this piece? it's pretty big so having some context from you would help us give better critique. Are you looking for notes on the animation or the story/pacing/shots, how far through the process are you, etc. Here are some simple notes as I watch through: :08 What's he doing with his foot as he walks…
Blend the two together and become a technical artists? They do art and write code a bit like a wandering cyborg samurai. Artists fear and respect their technical prowess because they make roadblocks evaporate and find new ways to grease the pipeline that enables artists to be more artistic in a very technical field.…
I kept forgetting to post my concept and reference sheets for my entry in the Riot creative challenge. I’ll be doing both a stylized entry and a more traditional fx entry. I ran out of time the last go around, so I’m super hyped it popped up again now that I have time and more experience :smile: For my stylized I’ll be…
Easy one here, that's why I was able to write so much. The site has a frame at the bottom with a banner ad. Not sure what's up with that, but it's unprofessional and affects your site. Three click waiting/searching period before art (site > portfolio > level design > thumbnail. The more you bury your content the less…
2000 is a somewhat modest number these days. From what I've been seeing from upcoming MMOs, I'd say a good number to shoot for would be between 4-6k triangles (even that might be on the lower end). I think that's enough to avoid distracting faceting from typical game camera distances, and allowing for bigger details to be…