There is never really an arbitrary number to aim for without context, in order to get an idea of where you should be aiming you have to think about a number of factors: How big is it/ at what scale will this be seen by the player? Is it intended for realtime or cinematic? Is this a 'hero' asset or something that's going to…
Thanks again. Oh, and I wasn't talking about real time lighting effects, I know that isn't an option. Even basic lighting effects, you're talking about halving your framerate at best. More advanced lighting effects you'd be talking about being left with say a quarter of your unlit polygon budget. Even Pixel Bender,…
Thanks everyone for the great archives, will be great to get those up on the wiki. I am also currently on holiday (first time hiking Moab, amazing place!) so I don’t have access to a proper pc, to process everything properly. If Vertex is available on Gumroad then it should stay there, so people can donate to Ryan for all…
Hi, my name is Leslie Ann and I work for Demiurge Studios. We are currently searching for a talented environmental artist to work on our next-gen projects. The ideal candidate will have the ability to create believable, evocative environments in low and high-polygon budgets. Experience in creating both realistic and…
I have a low and high polygon model, all vertexes and edges are welded, a single smoothing group applied to the whole mesh on both models. Everything up to this point looks good. I UVW map the low polygon model. Generating the normal map from 3ds Max and the normal map does not tile along the UVW seam - the normals look…
An M2000 only has 4GB of VRAM (mid-range cards these days start at 6-8GB) and a paltry 768 CUDA cores (compared to 2,176 on a mid-range Geforce 2060 Super). That's not even mentioning the complete lack of any raytracing hardware on the M2000. So yea, by modern standards it's not a very good card. Both the Geforce and…
Re: tools most tools are by default click to activate. You can change tools to auto-activate though, so simply selecting the tool will make it active. This can be done from the tool pipeline, which by default layout is on the right hand side under the "lists" tab. That's also a good way to check what tools / constraints…
You dont really need to do the split on the top side. Just outline the circumference of the top side and of the bottom side with seams, and unwrap that. I havent looked too much into the new Peel tools so I dont know if this was done by AutoPeel, but it looks like that's what happened here. Some manual placement may be…
3d wrap methods like Zwrap or Wrap3 are good methods to do a quick work with human characters, but you already need to have a good 3d model with a good topology. You can't use a simple basemesh but a complex one, because this method needs polygonal detail and different 3d models with different topologies for wrapping. The…
You can texture one set entirely, then put all the layers into a single folder and copy-paste that into the other texture sets. Depending on how you laid out your UV's, you may need to rotate some of the fill layers. It would make sense then to make sure all wooden boards have their UV's running in the same direction. You…