A lot of good advice in this thread. When I feel like that I try to change up my routine, do something different that I usually wouldn't do or meet up with some old friends who I know I'll have a good time with. It usually gets me back on track, hopefully you will too. Noia your video made my night lol!
Thanks guys . I am working at some 20m high cliffs from lidar laser scanner. With hard /split edges the lods are usually is lesser of a problem since vertex normals stay in same direction usually . But because of number of reason I had to go all smooth and face weighted normals and when it came to lods the whole thing…
I usually have problems UVing, dealing with seams and knowing where things should be located when I texture (I tend to have to switch between programs alot to keep the eyes from looking wonky usually), so I was wondering if there was a way I could deal with it easier. Does anyone know if there is a way to maybe do a quick…
Hey Everyone, I'm looking to animate a few walk and run cycles and am looking for a speed to animate to. For those that work/have worked in games, could you give me a common Meters Per Second of distance traveled for a character? A heavy, slow-moving character usually walks at X meters per second and runs at X meters per…
just a few words on taking pictures when you set your fstop you set it depending on the effect you want. The shutter speed setting will be determined by the light meter. The camera will tell you if the image is averaged, underexposed or overexposed. I say averaged because when the camera says the picture has the perfect…
not to refute anything said here, i realize maya is by far not the strongest modeler out there, but in its defense, not making bad geo like that isn't difficult to avoid once you know what you are doing, and cleaning it up usually only take a couple of steps. just a couple tricks like the ones i mentioned is usually enough…
It certainly won't work with geometry that wasn't previously perfectly quaded. Even then it tries to remove the longest edge which is usually the diagonal line that was added by triangulation, but that isn't always the case so it usually screws up more than it gets it right. I wish there was a way to plot guide lines or…
Hi, welcome to Polycount. I am an idiot. But, I will be your friend. My workflow is similar to yours. I use Max and sometimes Maya and will use Mudbox and ZBrush for sculpt work. I don't usually render my work because I think it makes game-work look dumb. I show it in-game or with viewport screenshots. I usually use a dark…
i agree wholeheartedly with pixel-masher. Companies like to stress that they're giving you more money to work on contract too, but they usually just pay you the exact same. They also tend to expect contract workers to work the same amount of over-time as full-time employees, even though none of the perks (bonuses,…
This is indeed very bad for performance. Usually you should not use multiple materials for each model. But it depends on how the game engine is set up. If it handles instancing really well, then you can make the buildings out of multiple separate objects. But if this kind of approach slows down the framerate, which it…