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…
The fundamental rule of art production is "if it looks right, it is right." The corollary to that is "if it looks good enough, it's good enough." Technically perfect art is really satisfying and usually looks awesome, but unless there's a demonstrable gain from changing gears to do it that way versus what is already…
Hmm, I can't give you a definitive answer on the triangulation question, but I usually have an Edit Mesh modifier sitting on top of my objects, and I also usually have "Triangulate" checked on when exporting to an FBX. The files were the exact same FBX models that I tried using with your transmogrifier, so hmm. Could send…
could be a wrong PPI/DPI setting of word, maybe it treats pictures at a very low dpi setting causing the images to always scale to big by default. Professional print design apps usually treat images at a ratio of 300 dpi/ppi , could be that word treats them at 75 dpi which is usually screen ratio. I am not sure if…
[ QUOTE ] My dad has a habit of talking at key scenes, then having to ask what the character just said (usually something important) , because he was talking over the movie... :P [/ QUOTE ] You just described my friends behaviour, and my personal movie-going pet peeve. Not a good combination, that. I usually just end up…
yeah.. but theres no reason for it to be manufactured as a separate part (more parts = more fasteners = more money which you usually don't spend on manufacturing unless the component has some purpouse, and there's nothing aesthetically pleasing about it) Hence beavertails are usually just part of the frame. But yeah, its a…
usually character artists in my experience but the real answer in most cases these days is: outsourcing. stand alone assets like statues that don't have an impact on gameplay are almost all outsourced these days at medium-large studios. most statues I have seen built in house it is usually the result of the character team…
This thread is silly. I have a feeling that you don't understand what subdividing is. It doesn't just magically make your model smooth. It divides each single quad into four quads. Keep subdividing it until you get the amount of detail you want. Usually around a few hundred thousand polys is fine to sculpt on since…
Thank you for the tutorial, I know it's not new but none the less :) I have a couple of questions if you don't mind. How big a surface area do you usually scan? Is there a certain distance that you find optimal from the subject and yourself? (how close do you usually stand when scanning?) I'm your tutorial I see you took…
If this is something you do for School/University class you should seriously talk with your teacher again. They should provide you with the required information to finish the assignment. Other than that look into ArtStation for examples how people usually present their texture maps. Usually you'd have the 3d mesh next to…