It can depend on the tech and type of game. But, then again it can also just be a shitty created surface. Alot of times memory is a huge factor. I know that COD sacrifices bump and spec on surfaces that don't necessarily need it. Plaster walls for example. Personally i think anything that starts in zbrush as a sculpt…
I tried it out. I ProBooled a quick model in Max, then i imported the model into zBrush where i turned on Dynamesh with about 2 Million Polygons. I used polish and clay polish to make the edges smooth and clean. I like the results but i would like it more when the results would came out cleaner Straight outta Max,…
Silver Spade:It looks nice. I think the normal map is good, but try to get rid of the triangles between the gaps and corners on the body. Tweaking the cage helped me a lot with the same problem. And for the PBR-Physically based rendering, I am not sure if I would explain it correctly. Read this:…
The 18 on the receiver would be more convincing if you gave it a slightly raised surface and had gave it the same material definition as the kind of paint you get when you write on something with a paint marker. Right now the color of it and the style of it being hand-drawn on there looks perfect, but if you gave it the…
Procedural Mesh generation is "Mostly math driven creation of meshes" https://www.youtube.com/watch?v=obZVqksyXfk Handpainted textures are models with textures that are illustrated, like so: Material-based texturing is texturing based on real-life materials, so attempting to recreate metal precisely if a particular surface…
Well it's a good example of some nice hard surface modelling, but I guess that's about it really man. There's nothing particularly mindblowing about it as an asset because it's fairly simple in real life anyway (just a few cylinders and some splines). Also the lack of replies might be down to the fact that polycount is…
Interesting Mike, So I was playing around with just a Black and white image using the angle gradient tool before I went to bed last night and was def getting pretty close results. Is this basically what you were suggesting? It seems to work pretty well except in addition to having some pretty decent results there is a…
having one issue that maybe someone here can help me on. Trying to retopo this model in Max 2013 and while the body and arms are fine, when i get to the fingers and thumb the verts are grabbing other surfaces. Dropping the distance doesnt seem to help. Basically it will grab a spot on the torso or some other distant spot.…
It's probably dead but what do you have to loose?, may as well open it up and see what the damage is. If the light is on It could be that coffee has come between the connection of the ribbon cable that connects the touch surface to the circuit board. That's a guess though, I'm not sure if the ribbon cable is removable on…
This is not a bug, it's exactly what should be happening, autodesk just didn't realize that it's highly inconvenient. If a few verts are placed on the surface of the mesh, the edges and faces connecting them will be inside the surface with greater curvature. I use a pymel tool I wrote to deal with visually layering the…