Thank you for the advice. I admit i'm still reeling a bit from it. It was more or less four years, though I didn't really get to start on the 3D classes until the 2nd semester. I'll think it over and look into low-poly stuff. Thank you. Just need to figure out where to start
Everyone's got a post-doc in real time rendering. Compensating graphical complexity for accessibility is something every dev hates, but it has to be done if you want people to enjoy your game. The super hardcore gamers can create all the "controversy" they want, but it's part of the release process. edit: removed 2nd…
I've been here for a little over a month. I don't want to leave my mountain town yet. I think when the freelance dries up, I may have to move to Tokyo. Also, my kanji skills are like 2nd grade level. The post by Flow3D is read-able, but the majority of the kanji leaves holes.
The 2nd Picture looks the best to me. goes better with the design, appears more Sci-Fi. However 8,400 Tris seems like alot for a Pistol. the main areas I notice that could really be cut down are the Trigger & Handle. Any Edge that doesn't contribute to the overall shape or silhouette shouldn't be there. assuming this would…
I'm really posting a lot more than before, so happy about that! My new computer helps a lot to get me motivated! So this morning after my coffee I made my mug, it's my 1st time replicating an object and 2nd time trying Painter! Any tips are welcome! Real : 3D :
First of all one needs to learn the basic. Get UE4, or Unity, and start playing with it. Short cut tools should only be used once one already got the basic down. You won't put your son in a brand new Ferrari without letting him learn how to drive first on a 2nd hand Toyota.
Target would be for an open world third person type game. Real early progress shots. I'm going for a real world look, with some wear n' tear in the textures. I'll also be creating street props and a vehicle, maybe a vespa for the scene. 1st building for the scene - Office building 2nd building - Irish Pub
AdvisableRobin, thanks for trying out. I have the same no seams in Marmoset, xNormal... but the same mesh has seams in Unreal. fbx exported with everything you mentioned, except triangulation. the one thing is bugging me not thinking it's the problem of 2nd UV and lightmap, because already in mesh previewer in Unreal i see…
Another update. Only finding a little time here and there for this, but I've started finalizing the model. I also started texturing the sword. it's just flat colors and normals at the moment. Was hoping someone could look at my hand topology and tell me if its okay? This is the 2nd character I've ever done and I'm at a…
try this 1st. make sure you dont have any overlapping UVs in the 0 to 1 space 2nd. turn on scanline, enable light tracer... put a skylight in ur scene. go your ur RTT settings, under options -> it should open a second window..turn off the cage, and adjust the metres settings...