In short: -everything on your site is huge, why? -work towards 1280x720 (works on 3 times as many devices) -large images and text add nothing -work is nice The site is rather huge. It won't display properly (gives vertical scroll) on any screen below 1500 pixels wide. This means that on roughly 4 out of 5 devices you'll…
Upload your images to a image hosting site, and add them with the IMG tag. Really it's so much more nice to open a thread and see what is in it. And now I list my message because I wanted to check something and I lost it. -Work on your renders, the most important thing now, is get some shots off the…
Hey I've been working on a 1:1 scale remake of a series of factory units that used to exist in my area for a project and I just have a question about mid-sized assets and how to add more character to them. This is one of the unfinished middle units, I've slapped on some temporary materials in the mean time but I have a…
So here goes my first post. I finished today hi-poly and low poly mesh. My goal was making it as detailed as possible since it's quite simple model. Low poly is 2312 tris right now, second LOD is going to be around 250 tris. I think I'll to be UVing and baking next day. Any advices before baking in 3dsmax?
Hi everyone, I'm currently planning a 3D environment that fuses the dramatic natural setting of Petra (Jordan) with the ornate and rich Levantine architectural style. The vision is to build a narrow canyon path that leads to a large, impressive mosque structure, with a bazaar carved into the sides of the canyon walls along…
these are some of the work in progress needing feedback on what needs changing what needs work ect. planned to be uved and texture after model is finalized. and thanks. [/image] [/image] [/image] [/image]
Ditch the massive footer image. Not only is it 50k of useless information, it's a fixed size and it's massive (1203x171 pixels? What if you're looking at this site on a screen/window less than 1203 pixels across?) that's a big no-no in web development. Your site should be able to adapt fairly cleanly to any aspect ratio or…
Good! Close enough! But not quite right (I think)... So here is my solution... As you said we need to save the lower 8-bit and the higher 8-bit to different files in order to mix them back together in Unreal. In order to to do this, open up the original 16-bit vectormap and simply go to Image/Adjustments Levels. First…