What if I do something browser based, with say, unity. That can handle a bit more than a 1000 tris per object.. Like for example interstellar marines' bullseye. Would that just go in P&P?
yeah you interpreted it the wrong way jalechah. the example given only realllly works with 3 stacks on one side and 2 on the other. Generally you wanna have more stacks where there will be more deformation, to put it simply.
No flat didnt work it only shows the model flat. I don't know why but the self-ilumination was turned to 0, and the model had some serious dark shadows around. Here's an example: Now it looks like in the part of the left.
Thanks man The eye spec is actually modelled in - in subway surfers for example, it is a simple tri that is moved to a small spot on the texture map with 100% white. That way, when you move the eye UVs, the spec stays in place. Hope that made sense.
Hey guys, love the art here! Fairly new to this and I do have a question, do you paint your 128x128 textures in that size or do u for example go 256x256 and then shrink and optimize the pixels? Thanks in advance for letting me know. :)
Hey polygonists. Was there ever any tutorials/tips of how to make a pixel perfect uv layout for low poly models? Like for example in this character here by martyisnothere. Another great example is kenneth here. I'm trying to do something similar and now I need to know how to get the most fun out of it. I tend to get lots…
Not really in the spirit of low poly there dactilardesign. Something like this in an iphone game for example really shouldn't be more than 20 tris and possibly a small portion of a 256 texture. It looks good but isn't really a low polly asset. Do it in 18 tris on a 64x128 and then you will be talking :)
There are several types of displacement. For example Vray disp doesn't need hipoly topology. You can use even a quad poly to get bricks. Even standart max disp that is placed in material options doesn't need high poly, afair, but the results with vray much better.
renderhjs: neat stuff. Do shadows work if over an inclined surface? Like say you have the copter over some voxels/cubes at 1x high and some that are 2x high, does it color the relevant sides and not just the top? Curious cause haven't seen an example of that yet.
true i liked the first one too i used a few more tri's but i think the mesh flow might have been wrong. i did some looking around and found this in another thread. wouldnt the second image match meshflow like this better? or is this example wrong?