You can merge skeletal meshes - i think it's c++ only but it's doable Merging the meshes makes no difference to draw call count if you're not also merging materials/textures. You can merge materials/atlas textures but that comes at a memory cost (unique set of materials/textures per character) - you can do this for…
While I was working on the grid thing today, I also made a tool that turns a polygon mesh into a signed distance field volume texture - That is visible as an asset.. Not very useful in this context, but maybe I can use it somewhere else later. This is the normals of the generated sdf. I know what you are thinking, but…
I believe that a two sided shader is more expensive than actual geometry. Two sided shader turns OFF backface culling forcing the GPU to render all triangles (might even be 2 draw calls...). Actual geometry backfaces get culled by default resulting in less triangles drawn. So as cholden says avoid the two sided material…
Thanks for the link! I didn't think of warhammer online at all when I was drawing these pillars. The thought came to me after you mentioned it. And it does resemble it in a sense. However, I don't want to make this environment resemble the High Elf environments too much. I want to make it slightly darker themed, dirtier,…
Thanks again! It's not really about the orbit though. It seems that the guide plane itself is not located at the last draw point but rather at the center of the object. So the last drawn vertex is not the center, which it should be for it to work properly. Have you tried using it yourself? Maybe I am doing something…
It's great that you find this helpful :) The great thing about this technique is that you don't need necessarily polyboost for it, every other retopology tool could be used instead (for instance before polyboost I used ShrinkWrap from the TIM script pack ...max retopo script could do the work also). In the above slides,…
Just a quick update. Last night i began to create the basic tileable textures which will be seen in the scene. The first one is a cobble tile for the pathways.The diffuse at the bottom left just has some basic color info with the AO applied so i can see the normals better in UDK Last night i generated normals,AO light maps…
Hey everyone , I'm a 3d sculpting enthusiast and here are the thing i did recently . I try to learn by myself character sculpting and texturing , leaning toward stylized/ hanpainted . Id like ideally to reach the competence level of a junior character artist and forward in the future I'm looking feedback for improvement ,…
easier*. I am currently learning Blender/3D Modeling in general. It seems that my best bet would be to have a drawn human reference of the character I plan to model. To model over in the viewport. Problem with that is, I can't draw for shit, letalone a realistically proportioned human character. On another note, I have…
Hey Polycount, as I was digging through my pile of old 1 & 2 gig flash drives full of old school work, I happened upon one of my class projects. Watch, enjoy and have a laugh on me. This was done by myself and my three friends around 2010 for one of our classes (Credits in video description on YouTube) This was all hand…