I was wondering what Tri count could i use for stuff like guns for FPS and Third person Shooters. I was playing MW3 and the models look good and the game works on quite slow computers as well... so i was wondering what kinda Tri are they staying on for most of the stuff? thanks
OMG FINALLY!! Low-poly took FOREVER on this bastard, and I finished it THE DAY before Pixologic released their ZRemesher update (d'oh!) Spent a couple more days trimming, then UV'ing, then fixing after crappy test-bakes, etc., and at last I'm ready to texture this guy! Whew! I KNOW there's more polygons I can trim -- he's…
Taking a break from the GitS scene and started working on a material. Did a trip a while back overseas to south asia area and came across a lot of nice bricks :) WIP toolbag renders of height/nrm/roughness progress
I am using Zbrush Core and I noticed a lot of the useful brushes like trim adaptive, clay tubes, mallet etc aren't included. Does anyone know if there have been any of these brushes recreated to work in Zbrush core? I tried searching but couldn't find any results. Zbrush core does pretty much everything I need to but feels…
Well that depends on how the game engine interprets a model. Pre-set winding order and tri stripping could be thrown out by the import/export process altogether. In practical terms I know that when models were very low polygon tri-strips and so on were very important. Since you could make a huge difference to the number of…
Hi guys, sorry for this rushed thread, currently making a mech to enter into the CGStudentAwards "Next Gen Gaming" category, and i was wondering if anyone had any thoughts or predictions on what tri counts are going to be like in the PS4 generation, the low poly for my mech is already at over 12k and that's just two legs…
ok the sillohette thing, 33 tris isnt much, but its to do with more than that, game engines dont AA very well, generally 2x on a 360 is as much as you can hope for. lots of tiny parrellel lines will fizz like a bastard. and the silohete it gives you may be a couple of pixels difference at the corners, is it worth it. if…
"....model will be around 60,000 tris, but will have no undercarriage" It's mesh is basically a rectangle so a low tri count including interiors would imo be expected, although just a slight nitpick thought for future reference. On your ChevelIe for example, I do think that spending a few more polys especially around the…
Hi everyone. I’m getting strange shading artifacts after baking maps. When I move part of the model, the artifacts disappear, but when I move it back to its original position, they appear again. I tried marking sharp edges and adding supporting edge loops. I also tried fixing the normals in Photoshop, but that didn’t help.…
Sectaurs and I just spent over an hour trying to play online together at the same time to no avail. Yet I can randomly enter anyone's game but the minute Sectaurs tries to enter he gets dumped and if he makes a new city I can't enter, but he can enter anyones' city but I can't enter it if he's in it. We also tried going to…