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…
Yeah I have been trying to get something off Craigslist but unfortunately it has been either sketchy people or already taken. I actually started work on Monday after they made me a job offer last Thursday so I did not have time to line up a place.
OMGZ STARGATE SG1 ROOLZ!!11 I WILLZ DEFEND IT TO MA DEATH!!11 Seriously, I like the show too, but at the same time, whats the point in starting a topic where you ask people to give reasons for disliking it and then defend against what they say? BTW I hate Star Trek, someone start a topic where I can bash the hell out of it.
nice progress. The ivy looks way better, good job on that :) I suggest that it does not stay the same thickness and density all the way till the top. Ivy grows with thinner branches towards the top in order to reach higher as fast as possible, and it starts having more branches where it has already "captured" the space.…
This happens quite often, things are working alright. Then one day you open the substance file and you have stair stepping on your normal maps. Any way to fix it without changing the file?
Hey Guys, I'm planning to attend the GStar exhibition in Korea to look at a few job prospects. Just curious if any of you guys are attending it and if you are it would be awesome to do a small catch up of sorts. I understand many users here are from the Altantic side of the world, but apparently its one of the biggest…
Hey to all, I was wondering if peeps had any insights as to how once could truly optimize stairs in terms of texturing and UV. Vertex Blending? Unique textures? Distorted Tiling? Parallax Mapping? Cheers and ciao.
[ QUOTE ] Now that the eye of Jane-Everyday-Soccer-mom is upon the industry I think they (the providers of E3) feel they need to "clean it up". As games go more main stream we'll see more of this kind of crap. The sad thing is to your hardcore fans you look to be selling out or cowing down to public pressure. To the new…
Try to keep your faces a bit more squared. You should look at reference when doing retopo look how other people do it study it. You can see someone flow when you mark al the stars(vert connecting to 5 quads) you trace the edge flow starting from the star and try to replicate it on your model. find your self some wireframes…