804 tris, 512 textures I left a few polygons in there so I could rotate it around a bit. Next I'm gonna see if I can make some interesting decals/patterns to add more color.
I like your gun work! it is very well polished and it looks beautiful. Personally, I think it would be better texture that if you put less specular or put AO on the polygon overlapping points. Nice work overall!
well most 3d packages have internal or addons that can do polygon reduction. You might want to search based on your modeling app. If you want something top of the line then check https://www.simplygon.com/games
Bumping this! I'm in town all week -> Forever, so if anyone is around and want to have a mini Dota2 hangout I'd be down! PM if you are interested in grabbing a margarita or brew and talking about polygons and spec maps or whatever.
"This 3D texture application is able to handle up to 30K textures and produce production-ready assets." Examples like this make me wonder where the gaming industry will lay in terms of texture, polygon handling in the upcoming years. It's incredible.
it will also affect your viewport but to show uv´s go to DISPLAY - POLYGONS - UVs. color of uv´s can be changed in the color settings of the preferences while edge coloring doesn´t affect the uv texture editor.
I'd stay away from C shaped planes for teeth. With the polygonal limits generally in the air, id probably go in make a low res version of the gums. Also, use the search function to check out more info :)
Open uv editor, polygon mode then select all, then mapping-->flatten mapping (put 55° with 0.005 spacing)...then custom stitch in edges mode...where you want/don't want the seams :poly124: Am i right?
Changes for v1.09 are: - Adds ability to inset the polygons created by the chamfer allowing for stylistic effects in combination with the push option [ame=" https://www.youtube.com/watch?v=FAsfq2CbVrs"]Quad Chamfer modifier 1.09 - New features - YouTube[/ame]
The PS3 is one platform that doesn't like lots of small polygons. It does depend on your engine though. Splitting up models into separate textures can add drawcalls and that can be much worse than a few extra textures.