That 5-gon is specifically mentioned in the Pixar notes for subdiv. modelling as a good way to get smoothing done entirely by the subdiv algorithm: https://graphics.pixar.com/opensubdiv/docs/mod_notes.html#triangles-and-n-gons
Tools aren't really my problem, it's the basic workflow as pointed out by Matt Fagan. UV visibility vs selectability, UV sync, etc. Just incompatible with me it appears. Thankfully my job doesn't require complex UV mapping or I'd have to either bring in a speciality app or use Autodesk for that. If I need anything done…
Hello people, A few months ago I built my own proprietary 3D engine in AS3. I built it purely to make games. And because it's proprietary and I don't have to factor in usability etc I focus 100% on speed. Dilligently. The results are good. It's significantly faster than commercial engines like Papervision, and actually…
or You could simply use mesh/turbosmooth and then remove the inner loops, but since it's for the game purposes, You'd want to keep it low, or apply the same LOD algorithm You use for the terrain mesh.
if you are smoothing, press shift, click on where you want to smooth and hold, then let go of shift and continue smoothing. Releasing shift activates a different smoothing algorithm that is better for this kind of topology.
Looking at this again, you've done a fantastic job with great features. The relaxing algorithm is as good as any I've seen/used. Now all we need from your wizardry is a packing toolset. ;)
Flash also has a similar function, called Trace Bitmap. Honestly though, the results aren't going to be great. It has a really weird smoothing algorithm. Illustrator is probably your best bet.
1,2,4,8,16,32,64,128,512,1024,2048,4096,... pick one of these. Its because of the way those algorithms work inside the engines/ GFX cards they just can use faster bit operations that way which make out the performance.
Depending on size of.items youre scattering, that may be a thing to do in engine to avoid tiling and allow more artistic control. For instance, small sticks may be best as geometry and scattered in engine both by algorithm and by hand.
This works is awesome. Love the theme and the props! Which software did you use to bake the maps? And even the retopology on the ghettoblaster looks a little bit odd to me. Is an algorithm like decimate? Grats on your work :)