Thanks Kbrom12. I downloaded the project and have been looking at the material behind the carpet. It seems to make use of layered polygons, vertex colours and multiple bump offsets connected into the opacity mask. However I am still a little confused by the logic behind the material. If you know the answer could you help…
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,…
I tryied extruding my legs with the move tool but the result has been destroying poligons and making them unworkable...i have to try using the move brush?
$599 bought the comp im using now, $15 for a craigslist 20", and ~10 mil normal poligons in zbrush and still having photoshop and maya open. bought at frys:)
Not sure why you have done hard low poly optimization but using UDIM. If its a movie asset you can use way more polygons and get rid of those shading artifacts. For games UDIMs are still not very common workflow. It looks like you have not split smoothing groups where you have UV splits on hard edges like trigger area…
just delete poligons from one side? after unfolding and proper layout, bake that all.. and after duplicate this part and transfer along the axis? (and merge the points again) that is the algorithm?
Pior is AWSOM what You do with poligons, cant wait to see more. I like previous version of face, I think sharpen edges was more interesting, but is only my opinion :)
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…