Hi everyone. At one point I was under the impression that tri's mattered so it was best to watch your tri count. Now we've been working in a game for Unity for a few momnths now and it's come to our attention that Verts are the counter you really want to look out for. NOW, just recently we did some number crunching to find…
Hey polycounters, I had two questions (I'm pretty new to ambient occlusion maps and optimizing by creating tris). I got a quick overview of how to do AO maps in 3DS Max (set the renderer to MR, Render to Texture, and create an AO map from there). I was curious about other techniques that you guys use to create your AO…
Imagine this isn't a new subject, but curious if anyone is successfully doing all their work from Linux -- I'm super interested in taking the plunge but haven't, I have Ubuntu installed on a mini-pc for plex but other than that, haven't tried much else with any other distro. Each year windows update makes me think a bit…
I've watched two tutorials that don't mention anything about trimming/cutting fibermesh hair. I've tried creating a mask then hitting delete and it does not work. I watched this tutorial: https://www.youtube.com/watch?v=VEXJMSPikko - Which clearly did not cover the basics, since I can't even trim and cut the hair. I've…
Taking a break from the GitS scene and started working on a material. Did a trip a while back overseas to south asia area and came across a lot of nice bricks :) WIP toolbag renders of height/nrm/roughness progress
When you import a model into an engine all quads are converted to tris. when a quad is warped the engine will convert it but the conversion might not be edges in the direction you want, or it might not shade properly. So any warped polys should be divided into tris in the direction that helps baking and also shading in the…
Alot of you already know the deal , alot of the ex iron lore guys got together and said they where going to make a awesome game, a few years later to the day we have this awesome game reaching out to all of you asking for that last little push to make it great! Alot of locals on polycount helped this project from the start…
I have noticed that every "professional" modeler do their low poly models in quads only, and I understand why as Zbrush etc. really mess up a triangulated mesh when subdividing. On the contrary most engines translate all models into Tris only, and I have experienced that on a symmetrical character model, the Quads are…
Hi everyone, I would like to share with your guys my latest personal project. Any feedback or suggestions are welcome!! Tibet: The Trip of Holy Light Environment Art with UE4 (Final) https://www.artstation.com/artwork/B1OYBA The goal of this project is to create a Tibet environment art in realtime in the UE4 in 15 weeks.…