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.…
Idk folks, sometimes when I import a mesh into maya as an obj the polys=tris if this is a super secret cheat code to reach the tri count with more polys let me know. Or is something a miss with this one? In anycase, is something like this valid?
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
Hey guys, So I've done a ship cannon that will be used in first person view in a "next-gen" pirate game. The ship has 46 cannons on 2 decks. My tri count currently is 4k. If I start lowering anywhere on the butt of the cannon, it's very obvious to see the chunky silhouette. The rings also look really chunky when the…
somebody could correct me if I am wrong because I dont do a ton of this sort of thing but I think it is correct to say that a trim sheet is a texture atlas, the only thing which makes it different is the intent it's used for. So if you combine the textures of ten characters into one image, thats a texture atlas. If you…
Okay, NOW you've got me going. Looking at a model full screen that is actually seen at a fifth or thenth its size in game is always making it feel blocky. My first advise would be to put a pitch black material on the low poly, zoom out to about the same distance the unit will be seen in game and check the silhouette from…
Hi everyone. I’m getting strange shading artifacts after baking maps. When I move part of the model, the artifacts disappear, but when I move it back to its original position, they appear again. I tried marking sharp edges and adding supporting edge loops. I also tried fixing the normals in Photoshop, but that didn’t help.…
Afternoon all! Is it possible to use 'bake selected geometry' with displacement maps and create quad meshes, not tris? I get ripples in the displacement from the edges of the tris, possible a hard edge issue (not fully investigated that yet) and quads handle this better I think. I'd rather not have to use Quadrangulate on…
Hey guys so i have made a kunkka item but the tris i have on it are around 750, and the tri limit for a kunkka weapon is 600. So, if i import it would it work or not?