TLDR: Your stuff is too clean and lacks a soul. Ideally you want to create art (for games anyway) that doesn't look like it's a render from a corporate catalog. Example: Your problem isn't so much the models, but the materials/lighitng/composition of your scenes. Most models for games and environments (yes those that…
OH MAN a rolling ball example that does everything I want! The example scene is pretty nice, I like the minimalist look and the easy menu to switch between scenes.
More like this. It's the basic edge bevel on the corners. This shape is just an example and a very simple example. The problem obviously gets even worse on more intricate shapes.
Using the technique from the previous video. Here's another pipeline example [ame=" https://www.youtube.com/watch?v=EZhgZok76r4"]UDK Modular Brick Tutor example 2 - YouTube[/ame]
20 years ago it all was about details priority. A character face would have twice of pants texel size. A signature /decal on a wall twice of wall texel size especially if the wall is something plain colored. So it was pretty much otherwise and honestly that "priority" approach still have its value. In mobile games for…
Its just an example, imagine a tv remote controller. it has round buttons. now the LOWPOLY does not have so round smooth buttons, instead i would use a cylinderform with maybe 8 sides. and i am sure, i get the same problem i guess -.- 😅
First of all: Thanks for the response! My focus is less on finding a solution within the engine and more on tackling the task of texturing first. As you can see in the image (and please keep in mind that I’m not a Blender pro ;-) ), there is a separate mesh for each piece of clothing. In the screenshot, the character…
Cool! A few links that might help you: http://wiki.polycount.com/wiki/Topologyfor example: http://wiki.polycount.com/wiki/Character#Character_Examples like this: http://wiki.polycount.com/wiki/BaseMesh just one example:
As another example of few edges not necesarily producing a smooth mesh: In this example one edge on a cube was bevelled, and then the top resulting edge was moved down and forward, resulting in this sharp edge.