@MRALO Welcome to Polycount. Consider checking out the forum information and introduction thread. The object has a lot of repetitive surface features so try breaking it down into mirrorable or tileable segments. Working on a small portion of the mesh and copying it to create the rest of the shapes tends to be more…
>>WARNING INCOMING WALL O TEXT<< Reading this post may induce bleeding of the eyes. yiannisk, if you don't like reading walls of text you shouldn't post them. There is so much there to go over its hard to hit it all but I will try. This would be because you only ever really use max and don't question its authority over…
ok im gonna be the one to say it and all, the guy is not a kid, he was born in 88' I did a search on his name to see what all this noise was about (before it went down earlier) and saw this guy had a deviant art that went down (banned as well) but doing a search on his name showed a CG Portfolio a facebook and a deviant…
First, thanks to everyone that is taking the time to respond to my thread. Now let me get everyone on the same page. I have a Bachelor of Science in Video Game Art and Design. While I had a online portfolio, after 8 months of unemployment while aggressively trying to find work in the industry I have been told while my…
Firearms licensing is a hugely complicated area because many currently produced designs are variants or derivatives of designs that are more than a century old, while others are almost entirely new. There is a reason small arms manufacturers (at least within the US legal system) do not have the same kind of design and…
I'm confused as to what the problem is here, it sounds like you're over-complicating things for what is at most a 1% gain in performance in some cases you're pointing out. I think some pictures/examples of the stuff you're talking about would serve better as to how big the models/texture/shader is for this specific case.…
[ QUOTE ] But is this tool really faster than manually removing edgeloops? [/ QUOTE ] That assumes that you've modeled the character (or whatever) using proper edgeloops to begin with. Plus, you could say the same thing about the Silo topology brush. I think the point is that some poeple like to model without worrying…
A good starting point would be adding more color variation to your skin texture. For example, if you look at most lizards they have a different color on their belly compared to their back. I suggest you look at a bunch of reference to get some inspiration. Also make sure to work more on your roughness, it looks really…
Select the one under (you'll know when pink lattice lines over it) and delete the history. You can easy export the segment as .fbx file, though depending on the size of the mesh you might better break it into smaller chunks for rendering (if you're using it for a game for example). In my case, this is the track what I got…
If your asset is already low poly there's necessarily no need to create LODs, sub 1k vertices for example, or a small props that get culled away early anyway. These days creating LODs can be pretty much completely automated and the UE auto-LOD generally does a good job creating LODs for your props. For more specific cases…