Hello. I think I am finally calling this finished. Thank you all for following along, it's been quite difficult but also very rewarding. Some renders (also on my artstation: https://www.artstation.com/artwork/Po54LL): Little self-eval of things I was satisfied with and things I wasn't over the project: Good/Satisfied: -…
You have to know what your end goal is so that you can make these decisions. There is no rules about how to do these things, it just depends on your projects specific needs. Do you need high resolution on the fingernails? The hands? If so, maybe you need multiple materials for the entire character. If Disney type…
I got done a great deal more than I meant to today - But I did run into another problem. The UVs! Long story short I'm glad I kept the array of polygons (aka the cubes with holes in them) in a separate item / container / object AND made a backup before deleting everything in order to export to .fbx ; Turns out there are…
This is my first time posting in the forums. I followed along last month, and learned a lot while working on that noob challenge, but I guess I was just too embarrassed to post along. I decided that I would this time and hopefully it'll help me improve. I've blocked out the main scene for the most part and done some uving,…
It would depend - for example, if your game is vertex baked (say, you just baked Radiosity in 3dsMax) then your work has a constant performance/memory implication in game... for example, the memory footprint will be exactly the same and the performance/fillrate will be exactly the same no matter how you adjust or setup…
you can only load a single texture at a time, unless you do multitexturing (multiple textures layered on top of each other) so to be more precise one texture a "texture unit" normally your card can access like 4-16 textures at the same time, but not like per object, cause when you render a model that consists of multiple…
umm... the reason to have normal maps IS to rely on them for surface details, the reason there isn't alot of "detail" or I'm guessing you mean shading (most diffuse maps I've seen for games like doom 3 ARE detailed they just have no shading in them) THE REASON they don't have shading is because all of that comes from the…
Sorry if I repeat anything, didn't read the other posts. The header looks very unappealing, and as a first representation of yourself and your aesthetic skills, could hardly be worse. Terribly gradients, bevel embossed text over some vaguely eastern print. is this how you want to present yourself? If you're going to do…
selecting a file and then pasting it doesn't work because that has not much to do with the clipboard - it is more a explorer specific function not a application wide standard. I mean have you tried the same with Photoshop or msPaint ? because it wont work. Sure I could program a drag and drop functionality but then again…
Hi there! Well yeah I agree with many of your points - but, because it all really is an end user preference thing anyways, some pluses on that list become minuses for me! Then again I dont think it is worth arguing, but just to explain my point here goes : The problem with shiny icons (and by that I mean, the whole Aero…