It's not only how many polygons are in the level that you want to know - it's how many are on screen at once. In the older days we'd put a corridor between two rooms so that we could have more detail in each room and not have to worry about open doorways where you'd need to draw the contents of the other room. These days…
Here's a small hint. One of the basics of most web pages is defining a content area that remains in the middle of the browser window regardless of width. You don't need to take this approach, but it is very common. For instance, the polycount website uses this design. The proper way to achieve this using CSS styles and DIV…
Sure, I'll do it. I already commented and voted the second link, but I also wanted to submit this specific thing in case it helps. However I wanted to write this as best as I can, and I think you guys know of this way more than I. Would something like this work? Idea title: Increase & Let Users Define Preview Selection…
@overmind19597 I need to know whether or not you used a cage to bake the normals, and need to see your UV map layout, the baked normal map, and what the model looks like without normals applied to diagnose this. Gimme dat and I feex :) Here are some general pointers. I think your problem is one or both of the first two:…
Set the size of your first node imputs (the first node you pluck your bitmaps into) to "absolute" or the size of your project in general (just double click on the empty side of your graph, top right is your size options) and change the resolution to what you want, e.g 1 or 2k. What is the size of your project? A good thing…
Okay so after a bit of research I figured out, i think. Feel free to contradict me if anyone sees this and its wrong. So the amount of texture resolution on a mesh is refereed to as the texel density. The amount of texel density a mesh should have should be compared to real world measurements to maintain an even density…
Hey people! so hasn't anyone been able to do this on a typical render to texture scenario? I wanted to bake the vegetation on the prop's uv's so I could put them up in the texture in photoshop, but I get all those transparency errors. Since the prop is not a simple plane I cannot use the technique you guys describe, so my…
Much better lowpoly version, but still plenty to optimize. I would loose the three small extra loops on the round "bump" right under the blade, that small rim at those "turn-around" spikes, those extra loops at the very top and bottom of the staff and the vertex in the middel of the radial tris at the "grip thing". Basicly…
So here is my submission. Like the last time I contributed to one of these challenges 2 years ago I tried to create a retro feeling scene. All the textures are low-resolution on purpose except for the normal maps. I used Blender for the first time. UV’ing was very difficult in the beginning, but eventually I got used to it…
Did you look at the wiki page on this site? It has pretty clear, simple explanation to make you understand the basic concept. That 0-1 space is where the texture will be. The more space your UV shell (the unwrapped pipe) takes up on the texture, the more pixels it is encompassing, right? So you simply make it take up more…