Rebuild that lighting already!! Man, the feel of the drifting looks really really solid and awesome and I'm not even playing it! Great work, and the new features are definitely coming along. I am also looking forward to trying this out :D
its good for practice. Doing a quickie and not doing all the normal steps just seems like lazyness. Especially when you're halfway between a high and low poly model. Its not like you'd have to totally rebuild anything.
True. But 3dc's other retopo tools are still available to clean up, i.e. blow the n-gons & tris and simply stroke or rebuild new loops or quads. I don't think auto-retopo was meant as an end all feature.
You're not going to find anything that'll generate a decent clean mesh by pressing a button just yet I'm afraid. Zbrush is probably the most controllable remesher out there but ultimately there's no good general auto-retopology solution . Historically what I've done when generating my game mesh is try to clean up as best I…
I'm thinking ill just transfer files over to the desktop, although it would be nice to do all of the same stuff on a laptop I'm not willing to spend that much more, because for the offset price I could just rebuild my desktop.
Properties - look for Use Precomputed Shadows and set to true. Go to the Light Channels in interpactor properties, turn on Static, turn off Dynamic. Ensure mesh as lightmap uvs and resolution obviously. You might want to disable shadow casting on it. Rebuild.
I removed those because it actually made the problem about 10 times worse. :/ @Spoon - You may be right, but at this point, isn't it too late to start adding more geo? Wouldn't I basically have to rebuild the whole thing?
So this isn't the final IP or anything - I'll probably burn it down and rebuild with a few more fixes. But it's nearly ready for prime time. At the very least it is light years better without any extra customization. http://162.243.134.94/wiki/Polycount
I went to try and find that script that makes the UI for that and it can't be found. You can rebuild your own UI to inject your own options, and call to bake when ready. Found the file I think: scripts\others\mrBake.mel
This is the kind of shape that needs fore-thinking before anything is started, now that it is done you could use boolean operations but since i don't like to have tris in my meshes i would rebuild them to my liking with the polytools.