In our engine we have that exact same problem, we solve it by having the game combine and merge verts for all similar pieces (like all wall sections) below a certain poly count when it builds. It also drastically cuts down on poly counts too.
Hey Everyone, I am having trouble with the High Poly version, specifically where the two curves meet. I am trying to use "Smoothing Groups" to solve it but it's not working. Does anyone have any tips how I can make the transition smooth? Thanks
It sounds like it might be frustrating to have to re-do the tile piece. I can understand the temptation to stop working on this piece and move on. I'm just trying to save you some headache... if the repetition problem is important to you, you won't be able to solve it with decals and blending.
Couldn't agree more, that's what I addressed strongly in my original feedback. This is the first and foremost issue Valve needs to solve before we touch single items and others. I'm certain we appreciate the effort if they communicate us in advance, before wasted effort is made. :)
Any sugestion about this lower part of trunks? How that can be solved? http://www.shutterstock.com/pic-14510662/stock-photo-birch-tree-alley-at-sunny-spring-park.html so far.... splited trunk but I will try to make transition part in texture an properly map them..
Raytraced shadows have that problem with geometry that's curved but doesn't have loads of polys. You can solve it by baking lightmaps with Turtle's surface transfer and a more smoothed out version of the mesh around 100k polys as the source surface. Inconvenient but effective (much like Turtle itself.)
Hey thanks for that link! It solved both my controller problems and full-screening issues! :) A friends birthday came up, so I took the opportunity to gift a bundle to him. Ah, the gift of giving awesome games :) Wonder if they'll add anything new on the last day?
I solved a new primary download source, let's see if I get an angry call from my ISP or not ;) Nice to see so many people making use of this :) onionhead_o> All thanks to humus.name who is kind enough to share all this source material to begin with.
alright! in this case i'd recommend creating just a few variations of these wavy strands on individual texture islands so they can be assembled into the final shape, layered and individually deformed to make it look more 3-dimensional. still doesn't solve your technical issue i'm afraid.
I started baking my normal in. Getting this issue. Not sure what's causing the problem. I baked it out in Maya. Tried xNormals, but I couldn't understand the workflow in it? What other software can I use to bake the normals Problem solved if anyone see this post.