Even in such cases it doesn't prevent you from having perfect shading without any visible pinching by just editing , transferring vertex normals. Nobody used sub-d topology on static meshes in games before. Only on characters. Now it looks like a must for some uncertain reason. Here is an example how with totally "bad"…
You can't control how things are triangulated in maya without actually connecting those edges. In this case I would probably connect them as tri to form the point of the spike correctly, because at export to game you don't really get a choice to lock in the tri direction any other way, and you might get those edges being…
The path into game development really depends on where you're starting from. Some people start with an idea or thing they want to see in a game and learn skills as they go. Others master art or programing first and either find a counterpart or eventually branch out into the other discipline while working on different…
Hey, while texturing my last object a question come to my mind. How game studios approach to texturing. I mean, they are using texture libraries like Substance 3D Assets, or they are creating all of the textures, materials etc. from scratch by usage of Sampler (there come next question - are material artists are just…