I would say it doesn't matter. From my little understanding of how the rendering pipeline in a graphics card works, the amount of sub-meshes doesn't matter. What matters though is points. Everytime you don't merge vertices together, and everytime you have hard edges/extra smoothing groups or different materials on two…
Im using 3ds max and i did set the smoothing beforehand and also, a guy on another forum told me to apply a smooth modifier and set it to 30.i did so and reexported and it fix the problem.... maybe somebody willing to do so,could remake these exact wall pieces in max and export to udk and if it works you could share with…
Nope. It probably has a little less overhead, but I don't think its noticeable. What matters is the number of materials being used and whichever coloring style you use, it results in a single material (the benefit of vertex colors is consuming less space). The first real-time directional light is 'free' in terms of…
PixelGoat: My render setup is a skylight with a .4-.6 multiplier (7-10 rays for shadows) with an additional spotlight on my object at a 1.0-1.3 intensity multiplier. The material though is what is achieving what I'd like with the high poly models, it's a custom Shellac material set on 50% blending 2 raytrace materials, the…
Studio: Atlantis 3D Studios Project: Project: Rialto Type: Profit Share (Core Team) Location: Remote About Us We’re an indie studio dedicated to recreating Renaissance Venice as it was in the late 15th century with engaging and fun gameplay and story to accompany it. As fans of history, and video games, we’re building…
http://cganimator.com/unofficial-3dsmax-whats-new/ 3dsMax 2021 * No SDK Break – Plugins compiled for Max 2020 are supported in Max 2021 Full MikkT Space Support for Normal Map * Baking -Scanline Renderer can output normal map in MikkT sapce * Rendering – Normal map in MikkT space can be rendered in Scanline Renderer *…
"Really couldn't guess what purpose these are supposed to serve" Well TBH I would say you are looking at this from the wrong end. These probably don't have any "purpose" outside of, perhaps, some shader absolutely requiring some maps as an input, but used on an asset that for whatever reason doesn't need any normalmap…
I have worked only on UDK, CE3 and UE4 (but I can't say much about the last one unfortunetly). My 3 cents: CryEngine: 1. Very easy to get in. 2. You must be really trying to make something that will look bad in CryEngine. I mean really hard. 3. Material setup is very easy, from what I can see in newest version, the…
we are developing and implementing dome houses made using material system and processing methods from aerospace and boatbuilding industries. looking for a way to integrate the concept into digital world i.e. gaming industry, metaverse, etc.
Hello all Polycount friends! Hope all is well. 👋 Re-introduction For those of you who don't know me, I'm Donte'! I used to create a ton of 3D environment / material work but made a switch over to concept art five years ago. I still do dabble in 3D stuff every once in a while though haha. 🎨 Programs 1. Krita (digital…