Well this is a mostly game art based forum, so this means almost everyone here prefers their renderings in 60 frames per second, while some rendering can be used for presentation, many just use their native 3d software of the keyshot bridge from zbrush. There is is just little need for extra renderers, no matter the…
maybe worded that a bit wrong. with layers I just meant, how the material is built in real life. You should see it this way, like with carpaint there is bottom layer with a certain specular (the scales), and a top layer wich is a sort of coating wich is very glossy/reflective and gives it that distinct look. You can't…
In addition if you've an interest in realtime mechanical (weapons, mechs) hardsurface asset generation via a self teaching avenue working with Max then you really can't go past Tim Bergholz over on Gumroad: http://gumroad.com/timb I've personally completed a couple of his workthroughs basically from ref setup to modelling,…
Hmm, I don't understand how it's HDR, and how it's a single image. Are you only using a single RGB, and is it the Base image? What does it look like at full-res? Almost seems like the highlights are all blown out, so you've lost resolution there. I've been baking psuedo-HDR lightmaps lately. I calculate the lighting in my…
I think a good way to start the discussion about game content creation would be to look at the most basic game texturing needs first. That is to say : in Mari, how straightforward is it to just load an OBJ and start painting straight away ? I am not even talking about complex materials with bump and specular, or advanced…
Here is the final products :D hope you guys enjoyed.... Final Scene Fire Extinguisher - Poly Count = 804 TOTAL. Boxes - Poly Count - 84 TOTAL. Pipes - Poly Count - Variety between 48 - 100 Locker - Poly Count - 800 TOTAL. This whole Scene was created in Blender and took me 8 Hours over 3 days, Importing Modular pieces,…
In my opinion you had a good start, but now is the time you find references. Like MattyWS said, silhouette is very important. Second, you should use some gradient colors. The third thing, you need to find inspiration. Here is a good example ->…
Again, for most games fill rate woes from transparency overdraw is a bigger problem than dropping your instanced bush prop from 500 tris to 300. This kind of stuff is just excessive optimization because of the things that Pior and Xoliul mentioned. Each additional vertex in a contiguous surface is cheaper to draw than the…
Personally, I recommend you perhaps write plugins (or patches, in the case of opensource ) for already popular software. There are already plenty of small modeling applications that have little to no chance of competing. Having 'simplified' modeling (and only modeling) software with power-user features seems very strange…
There's a lot of good advice in this thread, and yes as Valias points out some instructions cost more than others. This depends specifically on what kind of hardware this will be running on. For example, using a rotator isn't necessarily a lot of instructions, but it would DESTROY framerate on a 360 / PS3 with lots of…