Hello guys, What is the best way to create a cave scene for a game? Because I though modelling it will take lot of time and besides it will be super expensive as polygons, I use unreal engine 4 btw. Thank you!
NCsoft is hiring at our Austin and Orange County studios. If you know how to put cool pixels on well placed polygons check out our job listings at www.plaync.com John Mueller Associate Art Director Tabula Rasa
Thank you. Quick comparison of default Cut tool and miauu's Scalpel using the Box with flipped polygons and Backface Cull ON, as Noors suggested. Video: https://drive.google.com/open?id=1Kzuov8RH8zbrbJvx6id0X8wTFG7QCC7_
I added some of the locks. I am not sure if this is going too polygon intensive, this is currently 1.2k tris, and its probably going to end up being higher in the final model.
Never heard about it. IMO both options are OK. Just try to use general rules: -no long triangles -connect every vertex -try to create quads and avoid 5+ polygons
The UVs don't look the same as the model. You don't have the edges at all there. It's only showing the center of the blade. Find the edge polygons and space them correctly and you should be set.
I *think* it was just this part of your first post in your skewing thread where you said "are great if you have the polygon budget to leave them in the final low poly".
Thanks Skodone and Jack! in this interation I jumped back to a previews save and started working from there cleaning mesh, lowering polygon count and adjusting proportions, what do you think?
Would showcasing the body underneath in portfolio work, to show that you understand anatomical form and detail, be a good idea? I do delete polygons not visible in my marmoset presentations though.
Have a look at polygon cruncher ... http://www.mootools.com/plugins/us/polygoncruncher/ I had nice results with it. As for the autobake maybe take a closer look at Ndo2 (Quixel) maybe ? http://quixel.se/