And about the iphone do not separate the uvs... As they said you can cut but keep connected the uvs together... or the number of vertex will be not cute here :) You can see an example I done with Unity here about the UVS//vertex number conflict : http://samavan.com/divershelp/Test_TriangleStrip_Cube_A001.jpg And here…
Don't worry about actual "polygon limits", but don't be reckless with your geometry either. Especially because this is portfolio. If you're reasonable with it, just make your geometry have nice fidelity. If you've got sections in your model that are chunky, don't fret to add a few more sections/loops just to make them look…
Hey dude! Your low poly isnt consistent over all. Some elements are crazy optimized while others are totally wasteful. The Tires for example are just insanely high lol. Heres a Tip: Keep the edge/silhouette the highest and work your way down. Put those saved tris back into the main shapes, add bevel edges to accomodate a…
Cool stuff, though that storm drain example was pretty bad - you can see similar artifacting on the desk example at the beginning of the video. I'd definitely like to see some higher-definition videos, maybe focusing on some more complex objects like multiple wires and cables shot against a sunset or something a little…
It's possible to embed your Sketchfab model on Polycount. There are two ways to show your model: 1. Thumbnail style Copy the raw Sketchfab page address For example: https://sketchfab.com/3d-models/yor-095073f950d64605b2d99592193ec6f0 Paste it here on Polycount Press the Enter key Post This will give a thumbnail embed with…
Hey, I have a quick question about alpha blend materials in UE5. If a rendered pixel is 100% opaque, does it incur less processing cost, or does the shader still process all pixels equally since it's using alpha blending? The reason I ask is that I'm trying to optimize an object with a small translucent visor. Would it be…
cool pix man thanks for sharing i am sure an environment artist is loving this layout example. Otherwise this recently uploaded artwork made me cry laughing and made me feel good cause i love laughing, we should probably have a thread for that btw, what made you laugh today? i suppose this thread can also be that so here…
Hello there. I have a question regarding baking of a mesh with areas that are situated very close to each other. For example, a robe with a hood, where the hood touches the back, so to say (to show what I mean attaching a example from hogwarts legacy). So the whole robe is a single mesh so don’t think exploding is the way…
I'm new to this wonderful piece of software and I've had a lot of fun making various substances so far. But I seem quite stumped by wood, of all things. I keep running into trouble making a good vein pattern that looks half-decent even while tiled. Have a look at the example here. I could totally use some help to…
So, I work a lot with objects that are mirrored on the X axis in order to save texture space. But my meshes have this very visible seam along the center. See example: https://i.imgur.com/OZRgIqfg.jpg In this example, the mesh has a visible seam already and I haven't even baked yet. So, I've tried using custom vertex…