1. I'd make a 1024 texture for the whole width of the road with all the white/yellow etc lines on it. Additional signs that shouldn't tile are usually added closely on top of the road as decals with an alpha channel for the transparency and blending with the road. 2. Go for plan B. If a building is 10 storeys high segment…
Hey JadeEyePanda! Glad to see you decided to learn topology. It can be a pain at the begining, but you'll get the hang of it sooner than you think! I think BagelHero gave you some pretty good advices already. Regarding your density issue, I'd sum it up like this.... When you do a retopology, you have to keep 2 things in…
My crits: 1. Uneven polygon distribution; exspecially at the upper torsomuscles and the butt you have used way to many polygons to describe the shape compared to other areas. 2. The backside of the upper torso is too bulky. 3. Some areas (legs,feet etc) seem 'clothed' while the rest seems naked. 4. the polygons that seem…
@2busychild Thanks! You are right, it works with windows Ink turned off in Wacom properties. You can create an application preset for Topogun to turn it off. Does anyone know if it is possible to set the 'distance tolerance' Togun? I mean how close your cursor has to be before the vertex/Edge/Polygon turns red?
Budgets will always be there, and i'm agree with you, they matter a lot. But just wanted to say that with the hardware we have (not all ppl) we have better and better budgets to get nicer things. We should not be always with the same budgets (1500-3000 polygons and 1024 textures). That's all. To know how work the SSS…
Vertex Normal Toolkit v2.61 is out; http://community.thefoundry.co.uk/discussion/topic.aspx?f=83&t=77919 - Added option to sum the weights of coplanar polygons for area weighting, also exposed a tolerance value for it. - Added option to harden polygon UV boundaries. This acts differently to the harden edge UV boundaries,…
Day 10. Bake is done. First of all, I manually exploded game ready and high poly meshes in Blender to prevent any baking artifacts. I exported 8 vehicle parts (each part exists in a separate collection, like cabin or turret). Then I used Marmoset Toolbag 3 to bake Normal/Curvature/AO/World space/Position/Thickness maps,…
Vertices are the fundamental building blocks of polygonal 3D. Polygons are really little more than just a set of indices into a vertex array. I don't really understand what you mean by being face centric, it's not efficient for each polygon to uniquely carry around the full information of each vertex that makes it up.…
I think the polygon counts on these are actually totally fine for current gen games, considering the size of them. Polygon counts change from project to project anyway and they are always increasing, so I don't think the exact polygon count on your assets matters as much. What really matters instead is polygon…
Modifier Method 1. Select and delete the polygons on the ends of the cylinder. 2. Go the the modifier dropdown menu and select the "Shell" modifier to apply it to the cylinder. 3. Set the "Outer Amount" spinner to 0 and adjust the "Inner Amount" spinner of the modifier to what you want. Poly Modeling Method 1. Select the…