as always hard to generalize, as it depends on what you do with the vertices. but usually trinagles are not the limiting issue for the wii. if you consider the lower res of the wii you can model everything really smooth and the blocky look of many games is just a matter of bad design or a bottlneck somewhere else in the…
And the Final Result: Some close up: and a TurnTable: HERE The scene polycount is around 57K triangles. Softwares used: Maya 8.5 - Unfold3D 4.0 - Photoshop CS2 - Mudbox 2009 - 3DCoat - CrazyBump 1.0 - Maya viewport rendering - 2 CGFX (from Brice Vandemoortele) - 4 blended-on-vertices tileable maps on the terrain - Ambient…
Thanks for the heads up. Could you be more specific as to why it is important to avoid "star" vertices? I tried to avoid any n-gons, but I've never heard of avoiding vertices with more than 4 edges, so am curious as to what they do. I'm going to go back and re-topologize a little bit I guess edit: ok tried to clean up the…
they're probably there for mesh deformation. The knee bone for example, is child to the thigh bone, and inherits part of the rotation from the calf bone. It drives the vertices around the knee so when the joint bends there is less mesh collapsing than if you had weighed the vertices directly to the limb's skeletal bones.…
Is a single object-to-world matrix sufficient when your object is changing shape? Vertices are moving around inside your object. Their movement is not reflected in your object-to-world matrix. So if you're lighting correctly, then you must be doing something to account for the movement of vertices. EDIT: I think I…
MaxScript is strange. Some of the more difficult or intricate tasks it pretty much does for you, and yet some of the absolute simplest tasks like modifying a vertex position is difficult or undocumented. The Editable Mesh or Editable Poly methods don't work on the EP modifier, and I can't find anything suggesting how this…
New script :) I'm not really a scripter by trade so if it breaks, don't kill me (but let me know). Description; It's a script that will align the UV island(s) of 1 selected UV edge or any 2 selected UV verts with the nearest axis* It's a companion for modo's default "Orient UVs" tool, which isn't always perfect, especially…
Ah, i think i have misunderstood what the problem is. I thought the bone is twisting. It is your mesh weighting that makes trouble? It does not bend like it should? Then check weightpainting. Most probably there's a weighting from a bone that should not have influence at the leg. Sometimes the influence is this low that…
Most thing said are correct, the main point is always: it depends on the engine and the platform. So any fancy tricks could be applied or not. Don't assume anything, if it's important to you just talk with the guy responsible for it. Batching is motivated by two reasons: - GPUs love big work loads, thousands of threads…
Also one other thing to consider is what the eventual deliverable is. For example, are you making an alpha that would have an early access release so you can get some initial funding going while you develop the game? A marathon development cycle instead of a sprint if you will. A sprint could apply to the vertical slice,…