32,446%. No, seriously: it depends. You can have your highpoly sphere with 100 polygons and decimate it or one with 10 mio polies and decimate it. Just try it. If your decimated mesh looks good, the normal map will be ok as well.
'Nother update. I painted the handle and did some work on the low res version. Without the blades it sits at 320 tris. I still need to tweak some parts of the handle to avoid getting detail lost on the normal map bake. I'm still not digging the pommel. I'm going to get together some more reference and brainstorm to see if…
Well, i might come out of nowhere, but we would realy use a 3D artist and animator on your team. We are right now working on the combat section and the basic animation of been attack or casting a spell would realy help. I already made a post on this forum but here is your main one, on the JME forum :…
Running windows 10 64-bit 32gb RAM GTX 980TI - 6gb VRAM I was able to completely remove the redshift renderer and it made no difference. I tried reinstalling Max, so I'm thinking at this point it's a video driver issue, so I'm gonna try rolling back a little and will post back with my results.
Tech Art/VFX/Rigging Jeremy Ernst - http://www.jeremyernst.com/ Erik Larsson (Tech Art) - http://www.eriklarsson.net/ (no reel but tonnes of ideas on presenting tech art work) Michael Sharpe (Tech Art) - http://www.mikesharpe.net/category/tech-art/ William Kladis (VFX) - http://vimeo.com/32182703 Lee Amarakoon (VFX) -…
Hi! Probably you already know this, but the technique in here work great: http://the-witness.net/news/2012/02/seamless-cube-map-filtering/ . I am using that method in my own GLSL shaders (outside of Unity, for a renderer I am doing in OpenGL 3.0) and it works pretty well. Example: (high roughness = small mipmap. This must…