Basically if you have overlapping triangles at a pixel (technically a 2x2pixel area) the renderer has to consider all of them, which means it has to process that bit of the screen repeatedly It's not worth worrying about if the number of pixels involved is small or if preventing it means extra work, sacrificing modularity…
@Sidney Eliot Generally speaking, these shadow issues are fundamental to all renderers, not specific to Toolbag. There are some tricks that can be done in raster rendering engines to soften shadow faceting somewhat, but as you note in the last part of your post it's a problem there too. The software can only render shadows…
I'm applying to The Game Assembly this spring, aiming for the game art education. Looking for feedback/critiques on my application. For example, which is the weakest piece? Have a look!
I actually think the lighting is painted by hand. This may sound funny but that quality of realism isn't something I think computers are capable of yet. Whenever you see realistic skin in a game or movie, it always looks like a plastic doll or a very matte like play dough. But with Klaus, every frame is consistent in…
It's much better, just some tweaks left. :) The rear sight is mostly correct - for the "lever in the middle when locked down" position, the flat area should be more or less horizontal; Example: The rear sight leaf is a bit different, in reality, but you can't see the area that's wrong in first person, so you could leave…
As okidoki mentioned above, we have a wiki with tons of curated resources. We even have example character meshes! http://wiki.polycount.com/wiki/BaseMesh And tons of example wireframes to examine and learn from http://wiki.polycount.com/wiki/BodyTopology http://wiki.polycount.com/wiki/Limb_Topology
Sketchfab & Polycount are teaming up for a brand new, lowpoly contest: the VG REMIX! The VG REMIX will be a 3-week long contest where artists will create lowpoly dioramas of a scenario or setting from one their favourite videogames. These depictions do not need to be in the same style as found in the game they come from -…
Hey! We are looking for someone who can make animated dungeon maps from the top-down view like on these example images. Build walls, etc These are built and composited in Unity. Let me know if you had similar works before. Message me on Discord: "metavoros"
I tried Google but it's hard to google "$" - So i wasn't successful. :) I#M using 3Ds Max 2011 64Bit I always thought $ and $selection give you the same result: the current selection. BUT If you have e.g. a box linked to another box, select the blue one and execute the code below, you'll get different results: Code with $…
Anyone know of a tutorial, for example of recommended settings in the nvidia dds photoshop plugin, especially for textures using an alpha channel. Or maybe someone can give me some pro tips here ;) I'm mostly doing environmental textures, plants, trees. I've so far always used the default (triangle) mipmap filter. I guess…