oh allright then :) I should look at vertex lightmaps techniques, sounds interesting :) I just saw the "characters thread", pffouah, amazing art ! Too bad the game apparently sucks :( edit : thumbs up for whoever "saved as" > references&inspiration folder :poly142:
Looks great, always good to see good Unity graphics in here. I'm guessing that the lighting is baked? Is the texture blending on the walls (paint and bricks) baked as well? I have been looking for a method for blending dynamically with vertex colours. Big props on the detail.
Someone already game you a possible solution, use a shader that blends snow into the up-vector, that also does a world position offset in the vertex shader to deform the geometry, than you can drive the material with a multiplier that is hooked in variable that is animated over time.
That's to do with your polygons not being entirely planar individually. Smoothing groups would solve most of that, but yeah, it's generally a good idea to make sure you don't grab one vertex of the 4 in a polygon, and move it off - that's what would cause this in most cases.
The use for quads is in the high poly model or better said the base model that you subdivide to get the high poly. In the low poly you must remove any unnecessary vertex keeping the silouette or the general shape in place. Looks good but could be more optimised.
At first I thought it was just; Bevel vertex > Geopoly / Circulator / Circlelize > delete face But looks like it lets you set the circles division count too instead of being reliant on the number of edges leading into it, which could definitely be useful. Nice work. :)
Shaded only Wireframe on Shaded Trying to sharpen the edges with smooth shade helped a lot in making sure the typology is clean and no overlapping vertex. It really helped in practicing on how to clean up after increasing edges. Maya file link > https://goo.gl/q1YXkJ
Your lowpoly model is entirely hard edged. Look into vertex normals, hard/soft edges, smoothing groups if you use max, and maybe some baking tutorials while you're at it. Tech talk / polycount wiki has plenty of info. Good luck.
I haven't worked in Blender before, but I hope my question is tool agnostic? But for an example: if you try to bevel edges with high valence vertex, you can't use the fractional offset mode in Maya, and the absolute offset mode will result in flipped faces.
Don't really unerstand what you're asking, what do you mean by internal edges? It almost seems like you're asking for this http://www.polycount.com/forum/showthread.php?t=75753 but you're not talking about vertex normals at all, so I'm not sure.