Hi, I think your modular mesh parts are broadly good.For the texturing/uv-ing i recommend to make a horizontally tiled textures.Then simply uv the model to this, with merging the different parts together on the different sides on the uv's. And then you can create a second uv channel for lightmaps and to bake a continuous…
Interesting model choice, should look cool when it's finished. Please add some screenshots of the high poly without a wireframe, or at least use isoline display. It's hard to judge the surfaces right now. I'm not an expert but I'd consider merging the low poly. http://www.polycount.com/forum/showthread.php?t=117017 Also…
ima try and merg all polygroups when i get home tonight and try that out, if its still no go then ill drop a few into my dropbox and link em here. thanks i appreciate the help, only a few days left until the brawler contest ends and i wanna have something turned in.
UDK doesn't instance mesh during the rendering (only in memory), that's why here we have bad performances because of the drawcalls. Merging a maximum of books will help the performances. The polycount can be high, but the number of separate objects must be low however. Static meshes are really instanced in only one case :…
Right click over in the sculpt layer palette, there is a collapse or merge option there, similar to photoshop. You could also try ripping the detail as a 32 bit displacement map, and then use the 'sculpt using texture' option to project the displacement onto it. That might be a quicker way than transfer detail/retopo to…
This is looking very nice :) Why don't you light the lanterns it would make the scene more interesting. You could paint some light reflections inside the shop to give it more depth too. There's a lot of purple, i'd add more colors (but keeping the same saturation of course). These are just some mere suggestions, great work!
what engines require "water-tight" meshes that are all merged into one solid mesh (with no intersecting geo?) Engines utilizing stencil shadows (which require water-tight meshes) just required you to cap the intersecting meshes so that you had no open borders, you could still intersect all you wanted.
You give yourself some good self critique there. I think all those things could help. Maybe even merging the nose into the face so theres no folds at all could help too. And the tenticle legs look kind of isolated, I think she'd look more awesome with sort of a cuttlefish tenticle arrangment.
I tried it on a teapot and it worked! I tried merging the objects into a new scene but problem persists. So it is somthing weird with my model itself. I happened to put a edit normals on it and the normals look very strange... how do i fix the normals ? my stack is clean, its collapsed down to edit poly.
Thanks man. That's the gun :) Whoever designed the feel of the gun did an amazing job, because it felt absolutely perfect. I don't really see a benefit in having the two barrels merged together. They are being held together by that small ironsight at end of the gun, and having them separate made the baking slightly easier,…