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…
If for some reason you still want to get rid of unnecessary loops. For example in case of mobile game or if your game show first lod on replays and cut scenes only. You still can manipulate the normals responsible for shading "corners" directly . Sometimes it's enough just copy normal from a vertex outside the hole to one…
To give an example, at this stage you might be working at a detail level where polygons in zbrush are ~1 inch in size, or often larger in some areas. We should see the polygons still at this stage.
im a little unsure of adding an sword to it, its a little against the rules this month btw, did you check the number of poligons for the misc? normally is really low
Think Sea of Thieves, A big ship that is essentially a huge platform where 4 players can play on. Sitting at 150k polygons. Has two below decks which are also playable areas. Some meshes are separate in Unreal engine such as the Wheel, Cannons, Sails/masts, anchor/capstan. I'm guessing trim sheets are vital and are a must.…
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…