If you're planning on connecting these pieces, be sure to stay to the grid and keep a unit size in mind. A common one being powers of 2, usually 16 or 32 being the smallest. This way if the length is 256 it can connect to other that are 256, and when you have a corner it will also fit with having to fudge meshes or vert…
Well, I assume those bricks are fairly small. What I mean is that you can actually make a single texture set (256 or 512 depending on what you are making it for) that is a tiling brick texture, and then place different UVs for each brick. You will have varying bricks and use less texture space, plus have higher texture…
Made that little fella today to wake up 560 tris and 1*256*256 First attempt at low poly modeling. Not my own idea but i found they so lovely that they deserved getting into 3d. (Cant find the original pic/author where ive seen them :/ ) Aside from that, i wasnt much into straining my head too much this morning Gonna make…
So I'm watching this video from 0:00 - 1:25. [ame=" https://www.youtube.com/watch?v=uCtjt1qudfQ"]Rock modeling techniques [Part 1/5] - YouTube[/ame] wenda111287 creates a cube mesh then tells the viewer to make sure their working units are set to centimeters (mine are). He goes into the Poly Cube History to change the…
i can't even load anything into handplane, because it crashes before that, although i can open it. i think it's a windows problem, at least it worked the first time i have to look how big my object is, always forgetting about that :) i was baking a screw and looking how it bakes, that's why i tested all sizes including 256…
was a bit bored this afternoon so I decided to start skinning one of my head models the base used is elisha cuthbert/kimberley bauer (24-series2) there we go, polycount is a bit under 3k pers shot front shot and the flats, one 256² and one 256*128 the whole skin was done in about 3h30/4h, but played pariah a few times so…
I'm getting a lot of slow down in Maya, ever since I upgraded to 6.5. There seems to be a memory leak or some such somewhere along the line so that the longer I work, the slower the thing goes. If I apply a texture it really starts to grind. I'm running windows XP, Pentium 4 2.6 GHz with a Gigabyte of RAM and Geforce FX…
I'm having a lightmapping problem in UE4. I'm getting those seams everybody seems to have trouble with... So, I've done some research and it appears you have to line up your UV's with your grid. Most of the tutorials I've seen just reference Maya. So, how do change the grid size in Max? Let's say I have a 256 lightmap. I…
Boy o Boy....I was considering a Hipoly but when I saw 4 hrs, I said no way. If thats how fast I gotta be then damn. but then again even with a hi poly what 256 is going to hold enough normal information to make that thing look good? Maybe if you're looking at it in RTS view and the thing is like a couple freakin pixels…
mesh itself is quite good. textures.. well, you've wasted a lot of texture space really. you could easily put all your armor pieces onto one 512*512 and skin parts on 256*256. base, while it doesn't really matter, also could be optimized. I'm not sure about throne, but you can texture only a quarter of the base and then…