TL;DR: I am wondering if anyone here have tried building games for Nintendo Switch dev unit, and have some idea on what sort of ballpark polygon count threshold I can expect? ---- I know, I know, polygon count is hardly the only factor for performance, given these 2 articles:…
This is very similar to the workflow I used to retopo my garment except I use blender. It's really good for the sculpting phase but not usable within MD. Simulating more simple mesh like this t-shirt with Ncloth or blender is possible though if you only add thickness after the simulation. Thanks for the response. I had an…
not sure what you mean by negative UV space (like moving some shells down a quadrant to the -1,0 square?) but, if you just need a way to target specific UV shells separately, can you use a second channel? That's pretty easy to work wiht a second UV channel in the material graph
Philip K's tutorials are great! But I found that when I was sculpting wood it was was also a little harder to judge the depth and details that were really necessary, sometimes its easier to go over the top and scale it back down using morph targets, its easier to lower the detail of a sculpt that it is to add more details…
The u2311h is e-IPS and the u2410 is H-IPS, which is a big reason for the cost difference. The 23" screens are generally 1920x1080, as apposed to 1920x1200 as well and targeted more to consumers while the 24" is targeted more towards professionals. The 24" also has swivel so you can do portrait mode, and probably…
Thanks everyone ! Lephenix -> i was at the HEAJ, Namur Olli -> Whenever you want for that hug :poly121: toxic -> no, i actually made the normal map of that moss with pixplant, translating the mask of the moss to NM and adding it to the base stone wall normal map. DudeinCA-> the bridge is actually not done, i just reused a…
You're baking the mesh object with the deformer directly? or are you creating several copies of the deformed object along the curve and using those as blendshape targets? Other ways of approaching it: rig the vines to a series of joints, can be chain or share same parent joint, motion path them to the curves on the arm.…
Nice work for a first project! What your city lacks are details. You need to consider the level of detail you want for this project - many of your assets seem to be targeted so something in the first person/vehicle sim level, but the amount of detail in the environment as a whole suggests this is more targeted to top-down…
Ok, a couple things: -post a picture of the normal map applied to the mesh. Looks can be deceiving when it comes to normal maps as distortions on the map could be correcting aspects of your target mesh's normals, so seeing it applied to the surface is a big help for narrowing down possible issues. -The uv layout you posted…
They're all soap operas Frank. Old episodical (is that a new word) series like the A-Team or McGyver that didn't have an ongoing storyline were not soap operas. Today's series, specially something like Galactica or Deadwood are simple soap operas, nothing ever happens and it's all about relationships, drama between the…