Yes and no. How many sides you use depends on a case by case basis; budgets, scale of the object, how often is it used, how significant is it, if animation hides some roughness, and so on. But one rule of thumb I use is to use about 150% the amount of sides for 200% the size. Here's a mockup based around the base circle…
is the asset gonna have Level of Detail meshes? then yes you want those straight. the amount of stretching here is nothing baking/3d texturing can't handle.
creating a second page is a really great idea Lukes3D. unfortunately i wasn't able to look through all of your work due to my own personal constraints, but looking closer at your work, if this portfolio is being aligned toward being a freelance artist, i feel these are your three strongest pieces in that regard: 1, 2, 3.…
Well a friend asked me about uv mapping priorities and I kind of went overboard. So as a mini-tutorial, here is a first draft on things to keep in mind when manually uv unwrapping. Any insight, correction or revision to what I have laid out would be appreciated, as I hope that this advice can be further refined into a full…
So I have started writing my own DX11 Tesselation shader, at a hope of looking at how they could be used for VFX. I started trying to get some basic tesselation working in Maya 2014 with the DX11 shader with viewport 2.0 and I am having some trouble with the domain shader. I think I am passing the right data sets through…
Hey, welcome to our third unofficial dota 2 workshop friendly competition (because huge names are cool) This month we will work with the 3 most voted heroes on the pool "heroes that doesnt have any set" the idea of the competition is to create item´s in a friend environment and with the feedback of the other participants…
A couple of things: -Like everyone has said, your specular information is all over the place. His skin looks like it's made out of foil and the metal looks like it's factory new. Basically, like mentioned above, everything reads as the same material and it's causing him to look flat. -I'd bake the chains going around the…
Hello, applicants! Due to my own mistake of posting this in the improper forum, I've received a ton of messages declining the motive to work via post-campaign funding. I simply want to clear the water! If it's possible, for those interested in the following, please send me another email just clarifying you're okay with…
Alright, so two things: A. This is the bare min. amount of geometry you can add to fix the issue. There is still a slight amount of waviness here, but really it shouldn't ever be a problem. B. You can actually do a lot with your highpoly mesh to help the issue too. For this section of your mesh, there really isn't any…
Yes, that's normal behavior. Lightmass needs to cast a lot of photons and calculate all the bounces. In order to speed this up a little bit, they have tweaked the amount of photons, distance of photons, number of bounces and many many other features in order to speed it up a bit. The blotches you see is usually either…