couple quick notes: * more props * less perfectly straight lines - for example railings and banisters you can add subtle wobble * double check roughness values - the place looks decrepit but certain pieces of wood look like they were just freshly cleaned.
OH MAN a rolling ball example that does everything I want! The example scene is pretty nice, I like the minimalist look and the easy menu to switch between scenes.
More like this. It's the basic edge bevel on the corners. This shape is just an example and a very simple example. The problem obviously gets even worse on more intricate shapes.
Using the technique from the previous video. Here's another pipeline example [ame=" https://www.youtube.com/watch?v=EZhgZok76r4"]UDK Modular Brick Tutor example 2 - YouTube[/ame]
Maybe scale it even more down to get a better result. When you feed in a washy image then it will try to upscale this washy look ... there's a plethora of traditional computer vision techniques that will do the job Not this job, unfortunately. Traditional methods will not fill in fine details like hairs or surface…
Hello all, I was wondering what the best free software and file format to use for editing 3D scans for export to a 3d Printer. I have a Miraco Revopoint Scanner and I have Autodesk Fusion, Meshmixer, and Blender. But I would like to focus my learning curve on one software because learning all of them at the same time is…
Cool! A few links that might help you: http://wiki.polycount.com/wiki/Topologyfor example: http://wiki.polycount.com/wiki/Character#Character_Examples like this: http://wiki.polycount.com/wiki/BaseMesh just one example:
20 years ago it all was about details priority. A character face would have twice of pants texel size. A signature /decal on a wall twice of wall texel size especially if the wall is something plain colored. So it was pretty much otherwise and honestly that "priority" approach still have its value. In mobile games for…
As another example of few edges not necesarily producing a smooth mesh: In this example one edge on a cube was bevelled, and then the top resulting edge was moved down and forward, resulting in this sharp edge.