It might be, but if someone were to make a Grim Fandango-esque game in 2015 using 1998 texture limitations, I think asking them about that would be fairly legitimate. Think of it like this perhaps: if someone were to make a game looking like Doom or Quake, nobody would have a problem with the low amount of polygons; that's…
Well if you're gonna work in zbrush even the A mesh won't work well for you. You want to have an even density of polygons on your mesh, that way you'll have the same amount of detail to work with everywhere. In the case of your A mesh you'll have to add tons of subdivision to add detail to the bottom part (left side) of…
Have you checked, that the basemesh is added into the first socket of your Wrapping node? It is recommended for quick computations, that your basemesh has not more than ~30k polygons since the more polygons your Basemesh has, the longer the computation time is. According to the developer, a 100k basemesh might take up to…
Deathstick: Thank you for the information. I'll up my polycount some more. One of the things I was worried about was that I didn't want to make my objects too many polygons since I'm trying to use the least amount of polygons as possible. One of the areas that I'm still working on is figuring out how many polygons is…
I think in the case of your object, that is correct. However, that is not advice that applies to all situations. For example, if you wish to create one "lowpoly base mesh" for facial animation and wish to use tessellation and displacement to make the same mesh look male or female (and any variety of looks). In those cases,…
Hi ! :) Thank you for the tip, I used escapeEnable and it's working great with a progress bar in a dialog :) I also tried to use uvwPaint.setVertexPosition2 but I didn't see any difference. Also, I came across this thread : http://forums.cgsociety.org/archive/index.php/t-1042236.html I tried to do it that way, and it seems…
Select your object, then go to Display>>Custom Polygon Display (option box) Make sure that "Color in Shaded Display" is checked. This will make vertex color show up in the viewport instead of diffuse color. Setup your lights, select your object then go to Edit Polygons>>Colors>>Prelight. I've never used anything but Maya…
thanks mazvix! that works! :) I did want multiple uvs, because I have multiple maps. I figured this was the best way to do that (?). If I understand correctly from the example, pior had 1 object with each polygon being uv-d twice. so same polygon - 2 uv coordinates (right?). Where as I have 1 model, each poly with 1 set of…
From what I see, like blankslate said, it appears to be an issue with the normals prior to exporting into the engine. In Maya, if you select your object and go to Display > Polygons > Face normals you will see green lines indicating the direction of the normals for those faces. The normals should be pointing directly up,…
[ QUOTE ] [ QUOTE ] Emar is right. Even if you do it for texturing purpose you can't do that in-game. [/ QUOTE ] what wont work in game? the texturing or the lighting? [/ QUOTE ] He prolly did that just for fun. I never used a game engine who didnt need vertex paint in addition with the real time light. Collapsing lots of…