Thanks for your comments J. I think I've taken most of them into consideration Maybe I posted too early to get a larger reaction out of everyone else, oh well. As promised, I'm going to keep my progress posted here. This time I'll also be posting my flats for your viewing pleasure. Stats -406 tris -1 512 Diffuse Flats:…
Gamedev: Don't believe it's a seam issue. Here's 3 of them side by side, the one on the left is vertex baked, the 2 on the right are both 512 light bakes, one rotated 180 degrees. There's certianly a seam issue on the top, but more importantly the light bake simply makes the objects too geometric. I suppose i could bump up…
I have been using Maya 2015 for some time and the rate at which it crashes is astronomically high compared to the previous versions I have used (2012). I'm no stranger to going into the temp folder and resurrecting my file but 99% of the time the temp file itself crashes when opening. I can however open the file with Maya…
Hello people. If I have to texture/uv paired objects (such shoes and the like), how to proceed? Mean: a unique uv map for both (eg. one of 1024^2), or two separated maps for each (also a 1024, 'cause I see that 512 are very cheap for details)? I ask this also 'cause, when mirroring one of the pair and uvmirroring the uvs…
Its not brain science but it occurred to me that a 1024*1024 texture size contains 16 * 256 tiles. It seems that it would be rediculous to have 16 256 textures, but is it? Whats the impact of calling that number of textures since they would occupy little GPU memory? Being pretty poor at using UVW space efficiently does…
This is an updated first post as I am pretty much calling this one done. Unless someone has some more input on it. Left concept up in case anyone wanted to see it still... This is the concept which can be found here. Concept was not done by me... it sits at 2,772 Tris and the maps are 1024. The maps scale down to 512 well…
hello guys, im having a hard time figuring out whats wrong with my polygroups when i dynamesh the mesh. in the follow screenshot i separate the mesh using slice curve brush , but when i dynamesh it, i get random polygroups on top of each mesh i have slice and i cannot separate each one from another, because they still are…
Hi there, created that house based on one in my neighborhood. My focus in that work was on trying to get my modeling faster and using less tris and texture. So at this point the house counts up to 2600 tris. And uses diffuse 1024 spec,normal, height, dirt-diffuse 512. As well as on non-tiling AO-bake for dirt. Its not…
Here are a couple critters I did for the recently released GuildWars Nightfall. Each is around 2000 polygons and uses a single 512 diffuse map. They had to be built on top of existing rigs. The monk uses a little of the toad mesh supplied by ArenaNet but the majority of it was completely rebuilt. The second was a real…
Hi Everyone it will be my first real thread on polycount, so I say hello to everyone. Now I will present you first part to my scene called Old Warehouse. First part is an destroyed pillar. I did it using 3dsmax, Zbrush and Photoshop. It have 821 tris in this more then half for "wires". Textures are 2048 x 1024 but textures…