hmmm.. I really wish i had marmoset on my laptop so i could test stuff out while discussing it. Ive just always been kind of disappointed with SSR, since sometimes it sort of bugs out, and especially in marmoset its very low quality in the viewport (maybe thats just my settings) and the cavity is too small (less than 1cm…
Vertex alpha is more expensive than splat mapping, because it's alpha blending. Anything with transparency is generally more expensive, especially for mobile hardware. For the transitions between road and terrain, you could use the eat3d method in McGreed's link, except not using the blend texture for details... just…
Ok, here is the final low-poly model of the robot with skeleton. It can't get any better than this. Im at 997 tris. I eliminated unviewable edges and faces, and got a few extra edges in where needed. This is as far as I go with the 1000k model. Now all I need to do is accurately skin it and texture it. Then I will move on…
Sorry, somehow I kinda missed the fact you're working off wonky photo ref. When you don't have nice orthographic images planes aren't actually that useful There are various camera matching solutions (there's a rudimentary example supplied with max iirc). Usually they rely on knowing something about the way the image was…
All the boss fights in Dead Raising. whats your favourite game boss and why? I personally love big boss fights with cleaver twists, and well established game play mechanics. The God of War boss fights are some of my favorites. What's your least favourtie game boss and why? I'm not a big fan of being tossed in the middle of…
I wasn't necessarily referring to the hammering (though pinching is a very good keyword) but that's probably my bad for not expressing it better. Basically, the lamp isn't one big chunk of metal, and while nicks and notches (like the one in your sword) and blunted bits might be found as well, it's much more likely to dent…
This is looking cool so far with those bottles! We have some examples of face wireframes, in case that helps: http://wiki.polycount.com/wiki/FaceTopology
Occasionally, while trying to deal with subD smoothing errors, I'll find that the cause is the presence of an infinitely thin quad or n-gon sitting in between verts that lie on top of one another in space, making it look like there's no intervening poly at all. Here's an example. I pulled apart the edges of this really…