yes yes there is by using as few materials as possible so that the game engine will have to deal with as little batches/draw-calls as possible ! never use more than one material per object and put as much geometry in one object as you can. but still make it reusable if possible and don't include some tiny piece that is far…
-When creating the base rig, in the modify panel select an arm/leg bone and enable 'use up node' This will create point helper vectors at the elbow/knee -There are no spinners/sliders to control foot roll. You would have to rig this yourself with custom attributes. -You can add a single digit in setup mode and use the…
" Awesome, The problem with raster is I am restricted by resolution when handpainting textures so I am looking at painting in vector and export in raster so I can export at whatever resolution that is required to keep the fine details needed in archviz." - - - - - Tiling overlays and/or procedural textures will probably…
At least you are seeing the flaws in your model, that's a good thing. I would get rid of the loops you put for the armpit, they're pretty much useless. In a low poly model like this one, you simply focus on silhouette and not muscle detail. Topology examples: http://www.pig-brain.com/tut02/tut02_01.htm…
If you want to create multiple copies of the same mesh, here's a suggestion: - Read the mesh geometry into a Python object -- a Numpy array for example, with all vertex positions as 1x3 rows, as well as a a tuple of tuples as an index buffer, representing the mesh polygons formed by the vertex indices so you can rebuild…
So, let's get out with the easy things first (that I worked on these past few days). First pass blockout for the house (I had a lot of trouble matching the picture's perspective, so much that I concluded there are some liberties here and there in the concept). I'll refine the shapes later to try and match the cartoony…
Try this: https://docs.unrealengine.com/udk/Three/TerrainAdvancedTextures.html It's for UDK, but the concepts are the same. It can be done with mix maps tiled differently. There's also a method where a texture is rotated 90 degrees, then scaled and blended into a version of the same texture without transformations. Not…
You want to be an environment artist? Create whole environments. That shows your ability to maintain a style, composition, and consideration of texture usage and triangle density. Read some of the critiques being posted about the Brawl Environment winners. It is quite literally industry professionals pointing out what's…
wow. im really liking the shapes and silhouettes (wow first time i spelled that correctly) of everything. especially that power transformer thingy on top of the poles. the tan building with the tile looking material seems a bit strange, like those tiles dont really fit. you can definitely make the lighting/atmosphere more…
Yep you got it. It's a cheap way to get up and down motion if you only have access to bone rotation. An even easier method if you can use bone position(transform) is to use a spring controller but most games don't allow position (unreal does, not sure about unity or torque. [ame]…