Participant of the 3DModels.org One Car Challenge - https://3dmodels.org/one-car-challenge/ This thread will be used to show my progress for the One Car Challenge
I've often heard that videocards nowadays can push almost unlimited amounts of raw tris,post-processing,textures and per-pixel shaders are the expensive stuff.How much truth is there to it in your experience though? I understand that transforming a lot of verts on a character can be expensive,but what about static geometry…
Hi all, I am trying to get to a specific goal and I am trying to follow other companies into the field they are in. I know many of the good companies use textures in the format below but I am not sure how to go about recreating that process with my own building models. How did or why did they make the outside of the mapped…
I'm a student learning 3d modeling for games in Korea, particularly for environment assets. I've learned that it's good to combine multiple objects and unwrap them into one uv map whenever possible, for optimization and to control consistent texel density, rather then creating uv maps per object. For example, like…
The version I looked at wasn't on the latest designer and doesn't use a while loop. The progressive down-sampling takes the place of a loop. It may be hard to reproduce in blender. If this were a glsl/hlsl shader you'd need to render a texture for each downsample at least and possibly to handle some of the composition
This thread is a collection of personal work conducted for USO; however some work may belong to others. The UDK Screenshots are also taken from the Editor window to capture to post process. This post contains a basic overview of the game, while others that follow will provide personal assets, texturing and art style…