Here's my normal + layout : https://dl.dropboxusercontent.com/u/22707688/normallayout.jpg A friend of mine came with a theory that somehow could fix it. This is a completly smoothed object getting baked, for most of it it's working great except these weird offending faces of sort. I baked the same model with a few more…
Nice work , I like the portfolio overall. Looking at the individual pieces I think you got some cool things. The tri-count on the first character though. 22k tris? Seems heavily un-optimized. The orcish sword seems a little bit misplaces, mainly because you got environments and characters then you have a whole section for…
Thanks earthquake, I will check into that right away :) No worries, I know life can be busy. @Dirigible, I posted them earlier in the thread; http://www.gamefront.com/files/22383173/scooter+prop.rar @cptSwing - thanks, I will look into that and see what happens. Thanks for your time, apple
http://www.behardware.com/articles/863-13/ivy-bridge-22nm-review-intel-core-i7-3770k-and-i5-3570k.html i7's tend to render and bake a LOT after then AMD, I don't have a price by price comparison of the 2 brands though, but I'm sure you can find one.
On the original MDLDecompiler I get the app 221 id error, but for the fixed version it gives me the qc file but says "could not find modelsr(weirdcharacter).smd"
Thanks for the comment :) . Admittedly it was sort of my own take on the heart combined with both the SNS and PSX game versions (which was a little more heart shaped). I actually struggled a bit with the design on this one more than you might think for such a simple thing. I initially tried make it more like the original…
ha-ha yea the roof has been a bit up and down i think maybe when i finish making the guttering etc it may fit a bit more fingers crossed lol. first attempt at something like this so want it to be good enough for portfolio. i cant seem to solve the column issue, i have changed smoothing groups so i may just try remodeling…
In that "Best low poly circle topology" thread there's a link to an article in Humus' blog which does present profiling data for triangulation optimisation. According to his experiment, the triangulation D is the most efficient, which has triangles with the biggest area \ least amount of edges present. I updated my post in…