For damaged buildings or objects you could also use Decals: https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/MeshDecals Regarding the tris count take a look at this chart: http://https//docs.google.com/spreadsheets/d/1xJmSuBZbdMOlIcdXmO9hu46GJ7-wIiWCclJwimIOJa4/htmlview
Hey man that looks a ton better! I'd make the neon signs brighter though, they don't look very "lit" as of now. Some trash (decals) on the street could also make things more interesting. Keep up the good work!
They aren't a total substitute for actual experience, but they've been used as part of training for several decades now, especially for high-risk scenarios that would be impossible or unsafe to set up in reality. Similar thing in a military infantry context with ArmA / VBS.
Thanks a lot Ace for that good info. I've been finding that 3 vertex sets for painting is more then plenty now that I test it out and plan my base diffuse a bit better. Also decals could always be added if needed.
apologies for the delay, with 'dominant edges' I meant edges like these They are often sharp edges and hidden from the main views (e.g. inside, underneath,...). It's very quick to quickly mark edges like that and then already have a decent state to start from.
What resolution textures are these? If they're all unique, I doubt this would ever fly for todays production. A lot of what you're after could be achieved with proper world textures and decals. As well, normals and spec would help out a bit.
jazz2 is furry and also it sucks hotseat, wtf pain delays and stuck springpad bugs The bugs are rare enough that I didn't see them and the invulnerability after a hit adds to the strategy. If you don't like DM just play races.
[ QUOTE ] That was his servant. That and Ras was immortal. Or did I miss something in the womans antics? [/ QUOTE ] um no, that was ras. the asian fellow was simply a decoy, a symbol. ras was the leader of the stealth ninja people, and qui-gon was the leadingest ninja of them all.
A lot of 3d stuff done now was actually invented in the 70s. I'd say the 70s and the 2000s were probably the 2 decades with the highest output for 3d tech advances. But someone with more knowledge of the history might say the 1990s instead of the 2000s.
That'd be diffuse, not spec. But I think you could do that in everything since Quake 3. Many games nowadays add wounds where the model is hit, too (Doom 3 is very noticable but it uses too large wound decals).