Here's another one. It looks like segments of the grid are rotating, but it's really just one grid. Very frustrating, and I already have a headache: EDIT: and a better example:
depends on the engine, can talk about the unreal 3 and yes it has an impact, for example, a normal level of ut3 has like 300k unique but 3mio instanced triangles
The sphere was simply my example of an object to demonstrate just exactly what the program was doing when a texture was applied CORRECTLY. Your smart ass comment however, is appreciated.
Get rid of all that black on the flat (with out stetching the texture). That's wasted space in the UVs. I'd model and UV a test real quick as example, but gots to work now.
Actually what I noticed the most was how the reflection would bend where it wasn't supposed to. At least in your example. I'll have to go play with it. Thanks. Alex
haha! no problem of course, its interesting to see, i think, the different in choices of people who use games as inspiration for example art, or people who dont.
Hi, thanks for sharing this work. I've started to go deeper into clean topology and now wonder about some triangles, for example the one above/ahead of the rear wheel arch and the ones around the door handle. I expected the subdivision surface modifier to do weird stuff there, but obviously it didn't. Can someone explain…
Does living in non-native country mean you can't have the same tools? I mean, if you are just moving to Belize for example, who says you can't have a house/apartment with the same big monitor and desktop workstation? The thing is just cheaper cost of living, right? Whatever stuff you can't easily get in the new country you…