First Attempt to do a real time Hard Surface character. Ergh, pretty bad smoothing groups... 14k Tris/ 3 2048 maps. https://m1.behance.net/rendition/modules/132046421/hd/c12c9a993e9a3beaa2438ca71331885e.png [vv]105374187[/vv]
I'll add a little more to this 128x128 on the 360 stuff: If your engine uses interleaving and you're mipmapping all your textures, anything smaller than 128 is most likely going to take up 0KB after interleaving anyway.
So I've been going through the GameDev.tv Blender Character Creator course on Udemy and thought I'd post my progress here. Here's what the finished sculpt looks like: And the low poly version (probably more like mid poly because its nearly 14k tris) And here's some topology:
Hello, I'm optimizing my model to be exported then to UE4. I want to hear opinions about my current result. I have read that thin and long triangles should be avoided so I added some support loops through circular shape. Is this the right approach? It has 1,8 k triangles
about to start unwrapping and something occurred to me...unwrapping an environment for engine/UDK...I should treat every mesh as it's own individual asset right??? meaning I should unwrap the full 1,1 space and assign a 128 or 512 instead of trying to put it all on one 2k map right??? Choice A in the attached pic?
just a quick random art test that i used to mak a "nextgen" scene. I dont really concider it "next gen" because its still low poly as hell and only using a 512 for most all of it and two 64s and a 128 for the glow crap. id post the textures but they are nothing really special.
Hello everybody, right now I'm texturing a Apache using Bodypaint 3D, Photoshop and visualizing in Maya, if somebody is interested in watching me, Join here =D https://secure.join.me/143-077-623 How its coming out: Thank you Guys =D
Small update: Had to remake the entire mesh from scratch currently standing on 10k tries. And the maximum you can use is 14k tries I believe? I am working on the spheres and gauntlet at the moment. :) Its due in 12 hours so please criticize.
Even if you don't go with Vimeo their compression guidelines could be useful. Also if your demo reel is mainly art with just some background music, you can probably drop the bit rate on the audio to something like 128 kbps without any issues.
miauu's Spline Deformer version 1.8 is available. Changelog: -- fixed error when non english version of 3ds Max is used An example of how miauu's Spline Deformer can be ised can be seen here: Create Nature Scenes in No Time.