it depends on what you are doing, but since this forum is for mostly game art and that is likely the context you are working in neither. Your best show your work off in a realtime engine. Unreal Engine 4, Unity or Marmoset Toolbag.
3ds max, Zbrush, Photoshop, Substance Designer, Substance painter, Xnormal, Knald, Unreal Engine, Cry Engine, Unity, HandPlane, Keyshot, Vray Really anything I can get my hands on to learn, I am there.
In the past, we've used a profiler to write out stats during play tests. Examining those made it easier to identify which things were bottlenecks. I bet someone has written a nice profiler by now for Unity.
Thanks a bunch rogue programming is not my forte so i will be on the look out for a programmer when im done with this project yah unity is nice but might as well use cryengine heeh ill have a look at that cocos 2d
Well ideally it would be something that is compatible with other solutions so you can add other sprites or textures in that texture sheet too. But that makes me wonder if they will include their own UI texture packing solution within Unity.
Did you turn off backface culling? Do you still see the problem? Backface won't render in Unity. Also, unless your game is about sexy wolfman upskirts then I would just cap the robe.
Normals on the low poly! I can't design around that since the characters are already made. I just gotta make them work! It's running on Unity and I'll export them as .FBX, gonna try that Edit Normals thing then!
Best place to post questions is:https://polycount.com/categories/technical-talk Best software (personal): Blender 3D and zBrush for modelling. Texturing: Substance painter. Game engine is a toss up between Unreal 4 and Unity. Cheers
Got assigned to make projectile weapons for my Unity class. So, super fun arm cannons <3 I'm excited Heavy influences from Sci Fi games and Huke's Black Rock Shooter character designs
Here's the road I have designed. They are a perfect little square, so they'll always be in a grid. I'm building my whole scene in unity. I'm just doing my modelling in maya. That is the right way to do this, right?