im a bit stumped as to why you'd bother doing this but im going to assume you have your reasons it works fine if you triangulate the mesh first so Noors is probably correct. the bad news is that if you run it on a mesh with about 1600 triangles it hangs in 2012 (posh i7 with 8gb) if you're planning on greebling or similar…
Theres really two main considerations here, draw calls and texture memory. If you need soft alpha, that means 8 bit alpha which will double the vmemory for that texture sheet when compressed. In that case it usually makes sense to have the bits that need alpha be on a separate, smaller texture, and of course a separate…
Well, larger objects do not produce less draw calls. LESS objects do. So the more you combine objects together that use the same shader, the less draw calls you will get. Objects do tend to get larger the more you combine them, so I guess that's true in a way. :) 1024x2048 is a good place to start from. There's no ideal…
You're welcome, thanks. Moving slowly but surely, I'm currently refining the level and adding some man made architecture progressively. I activated parallax occlusion mapping for some terrain textures (soil, small stones layers) Tweaked and optimized the grass vegetation. The level is currently running at around 2000 draw…
I love the look so far! It's really coming along nicely and you've made excellent changes to the screen and the tape. My only comment is that it all looks a little too clean. I remember when I was a kid, out tv screen was similar to this and often times, it would build up a layer of dust on the surfaces and all over the…
Not necessarily. You could have two Material IDs with the same material plugged in. In game these would be one draw call. Same with textures you could have the same texture on two materials. In game this would be two draw calls for one texture file. I suggest disregarding Material IDs in terms of optimizations. They are…
Max switcher which gives you Maya controls in Max doesn't have a hiccup. BUT it does break a lot of Max's newer tools. All the new tools in Max 2009 that came from the polyboost intergration that deal with retopping or drawing on a mesh do not work. The plug-in WrapIt doesn't work when Switcher is on also which uses Max's…
What is your favourite videogame? - Front Mission 3 Why is it your favourite videogame? - Has 2 Great Stories, Robot Customization, Strategy RPG, awesome combat, etc... it goes on and on. What do you think is the key factor that a game needs to have to be fun? - A compelling storyline that draws me in and makes me want to…
I tried both ghosting Maya and ghosting the image, but the results are almost the same: works over the interface, but the viewport is a real mess. I'm not aware of software rendering viewport setting for Maya, so I'm not sure if there's a way to make it work, or if it will work with most other 3D programs. On the ghost-it…
yeah i suck at drawing in evenly spaced topology and i find math (subdiving) does a much better job at keeping things even than i ever could. so from this point any retopologizing i do is just to pickup the details of the hi-poly model as the form is already described and animation is accounted for. i also model everything…