Hello, trying to create character LODs using crytek 3.4.1. Tried to use the documentation found over at the CryWiki, but the file they provide for me to follow along with seems to be vastly different from what the documentation says it includes. The file itself seems to be very much at odds with what has worked in the past…
Hi fellow polycounters. I've taken part in a couple of the Environment Noob Challenges in the past and tend to keep an eye on what's happening every month in case I find something really inspiring and just generally to see how people get on with them. A couple of months ago I saw a really awesome concept in the concept…
To echo some of the above : - Be excellent at creating highpoly models, both sculpted and as manually crafted geo - Be excellent at creating ingame meshes - Be excellent at UVs and baking. - Also pick a 3D CAD software like Fusion, Moi3D or Plasticity. And then things will vary from one project to another. Honestly not…
Hey. I'm using Unreals lod tool very often and I rarely have issues with automatically generating lod 1-2. They hold up very good from close too. So I would suggest to try it first and see if if can generate you acceptable lods. It could save you a lot of time.
Lots of good advice so far. It's probably worth using all this feedback to create a few samples then compare the results, from a typical player's point of view, to see what works and what doesn't. Though it's also worth asking: How sharp is sharp enough and how good is good enough? As an example: Here's three cylinders…
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Would love to see a more interesting shape on the big tree. The roots are nice, but floating. The main trunk is very straight, could be nice to make it a spiral or some other interesting shape, that complements the half-circle stage. For example, an old Juniper in Moab by Douglas Miller:
Get featured in a demo video showing off the Atomontage engine! (http://www.atomontage.com/) Atomontage is a physics-based engine using voxels to describe volume instead of the traditional polygons. This means you can add hi-res 3d models to the game engine without having to compromise on quality with a lower-res mesh. The…
@pior atm its just straight up materials applied per color/polygon. i was thinking of doing squares with gradients for the bunch of colors to do, so i have a bit of shading variety and can pop some of the triangle shapes more without making the surface overall bumpy to push them more in shading. for the shading not sure…
Hi! Hm, interesting that you checked in Max but normals are flipped in the fbx. A simple way to check, would be to re-import the exported fbx and check that everything looks as intended. Since its normals define in what direction a face is looking, I would say flipping faces and flipping normals describes the same outcome.…