It's nice if they're merged and welded together. It can be a really big pain in the ass if they just share edges. You have to make sure that the verts on each edge of the gap match up perfectly. You can't have a shirt vert hanging out between two jacket verts. Even when they share perfectly, skin weighting is a major pain,…
Maybe you could post some of those shots from the site with your post? And let's see some bigger versions of the latest build! First of all I'd like to say that it looks to be developing nicely. It looks like you've done some tweaks to the rendering/lighting levels, because the November 05 shots look good... is that some…
Omg thanks for having taken so much of your time to respond. I wasn't expecting such a response ! Actually I thought no one would ever respond so I kinda stop watching after this thread lol. Yes this is just for baking the low poly... A world without high poly retopo... hum that sounds like an ideal world. So do you…
Think I'm done with textures for now. Again, tried to stick to the Dragon Quest style as closely as possible. Textures are mostly pretty uniform, with not too much wear and tear. The biggest challenge were the metal pieces, specifically his pauldron and sword. In Dragon Quest XI, there is pretty much no edge wear at all on…
First and foremost, Toolbag is a fast and high quality GPU baker. Other bakers may have one or two features that you'll find in Toolbag, but overall Toolbag is most complete baking app on the market (though I am of course biased). Here are some notable features: * Real-time 3D bake previews. As you adjust bake settings you…
This post based upon OP's numbers here http://polycount.com/discussion/171689/pbr-the-problem-with-greyscale-metalness#latest: I have several questions regarding this metalness usage plus a real-world example to ask questions about: (BTW this is not for game engines and targeted for 3DS Max renderers and such) 1. We are…
After some thought (and exploring the Summoner's Rift map as Kayn in custom games!), one area I see for improvement is the backstory of the environment. Narrative isn't the focus in matches of League of Legends, but even though this isn't a story-based game, I think we can push the story-telling more in the environment…
[ QUOTE ] Rhinokey : I think you are right But I have used even more details than Zelda Wind Walker in my model ! [/ QUOTE ] You are kidding me right? If you are talking about polygons, then yes, congratulations on spending more details and being less efficient then the modeler who did the gorgeous models you pointed out…
@RobertShirleyArt First of all, thank you for your passion and refusal to give up. That will inevitably get you where you need to go. Also, I think it's laudable that you've been so diligently trying to incorporate feedback. Again, that's something that will take you far. That being said, there's always room to improve,…
Now, to touch on a couple interesting topics. RE: Praise is better than no response: In the general sense I agree, however, lets look at what I wrote again. Bold added for emphasis on this particular point. Praise is all well and good and often deserved, however, mindless praise serves no purpose what so ever. Here are two…