technically the correct name is probably component - given that a shell is a subgraph where all vertices are connected either directly or indirectly via another vertex personally, I just use whatever term the DCC I'm working in at the time uses.
https://www.youtube.com/watch?v=nev5ip6-Dx0 Last weekend I took some time out to practise some asset production. I often find myself creating or learning something useful along the way when I do. What started out as a curiosity about using Substance Designer to create pixel art, ended up as a homage to Guild Wars 2's April…
I've been working with something that involves a lot of vertex painting in 3ds Max lately, and I pretty much only need to go back and forth between black and white as far as my palette goes. Selecting black or white manually each time I've wanted to make a minor tweak is very time consuming, and aggravating. Is there a…
Hello! I would like to share my progress in my upcoming asset pack that will be released someday this month, it's getting close to its finish and I have now a lot for share and talk, so let's do it. What is City KIT BR? This is a project I start working in 2022 to have a full kit bashing asset pack where we will be able to…
Are you caught in some kind of a Return to The Future Loop ? Not so many jobs evolve as fast as 3D, it might be a good idea to begin to follow the flow. ------------------------------------------------------------------------------------------------------------------------------------------- Thanks PolyTools3D for this…
As Larry said, you can use control loops, or you can bevel. The rules for controlling your mesh when it deforms are pretty... complex. Are you willing to pay for a tutorial? I know a few good tutorials I could recommend for this sort of stuff. To understand deforming, do the following (if you don't understand how to do…
Some bad parts of combining assets: * Less freedom of reuse. It makes the asset more specific and less re-usable. * Usually takes more time to make, requires rebaking from source assets each time it needs to change. Imagine you baked an entire house into a single giant draw call and saw a problem with a trash can. You make…
@Ace-Angel: He linked the art work in the post right about his screens, real easy to miss. Heres something I've noticed recently while working on my new scene, doing a vertex blend of two or more textures is cleaner in your editor/view port, but I don't think you get the best result, at least not with something like cracks…
might want to look into http://boards.polycount.net/showthread.php?t=50588 its true that static geometry is less costly than animated characters, however in both cases it's a mix of both (vertex and pixel) costs affecting overall. Generally speaking, yes simple pixel shaders and more tris is possible these days. however…
This. Topology that is ideal for subdividing and sculpting on can look completely different from topology that is ideal for being animated in a video game. This is true regardless if you're doing an organic character or a hard-edged object. There are a few times where a basemesh might work out well enough to be used for…