well, polycount means barely nothing anyway. Same model with different uvs, bones influences, texture size could be very efficient or very heavy. There's so much more constrains than polycount, rules are much more complex than "make character 1000K" some are: hard edges double the vertex count on the seam uvs border double…
I don't worry about snapping the mirrored UV pieces back... they're still mapped correctly as long as they were offset in whole units. Textures tile by default, right? I learned the differences between the way programs render each others' normalmaps are because normalmaps rely on more than just their pixels. The real-time…
That was a great video! I actually took some notes! I have a couple points I want to add on to your video: Multiple Component Selecting Mode- you can press Shift and select multiple component modes, like Shift select both Face and Vertex mode, or all 3. (similar for the transform widgets rotate, scale and translate) You…
I haven't, and I could definitely be wrong... ...but my understanding of how that stuff works is that the the wind zone is just a game object that creates some kind of an offset wave property, and the Unity vegetation just uses shaders that read this property and do vertex animation for the leaves. What this means is that…
It's not going to be as simple as you want it to be. A shader has a few processing steps. Vertex Shading -> Pixel shading -> Post processing In the vertex shading steps all the information about the verts making up a model are calculated. Then for the Pixel shading step the information about those vertices is interpolated…
Just to outline it: 1. Export your UV'd low poly and your high poly thats polypainted as .obj (UVs on HP don't matter). 2. Plug both into xNormal in their respective sections and check "Bake highpoly's vertex colors" box for baking - make sure to uncheck "Ignore per-vertex-color" on your high poly. 3. After you bake that,…
my point and others poeple point with thigns like this, is even know hte game engine cant handle multiple vertex normals per vertex, maya and max do handle that and can export them via fbx. say i did all my edge hardening in Maya and wanted to bring my mesh into blender for animation, well i would need to redo all that…
What you are seeing is Vertex shading in the Static mesh viewer on UT3. So the light is drawing a shadow from one corner vertex to another based on your smoothing group trying to shade across to faces that are at an angle greater than roughly 45 degrees. You should get decent results is you select your entire model either…
SF: Morphmaps are vertex movements for animation, right? The modifier stack is something completely different. Basically it stores the mesh as a series of functions that take the result from the previous function and give their result to the next in line. Some modifiers are user controllable, stuff like "edit poly", "UV…
Hello all! I'm struggling with what my portfolio is missing in order to get picked up my a studio asap. I have a few ideas but would appreciate a second thought from other wonderful people! https://www.artstation.com/apologise As it stands, I see it as a mediocre portfolio. There was a few cuts as of recent as they were…