If you are having so much trouble rendering the ambient occlusion map off the high polygon model, try just rendering it out off your normal map. It is not as accurate and complete, maybe you can use the combination to archive the best result possible.
http://www.scriptspot.com/3ds-max/polyvis When I worked on Elite Force 2 (first person shooter), I used this script to delete polygons that never faced the camera during animation. The script may need to be updated a little, since it's a little old....
ghostpainter bitches. selected UVs straight into photoshop with 1 key press of F2. its expensive though, especially since the only function i actually use is the send UVs into photoshop part, and select marked polygons in photoshop. plus its vector UVs.
I like them both, especially in concept. The Teepees look good, but the drying rack thing I think you've invested too many polygons for the sticks. Also when I read the title here I thought it was a Sioux underwater base heh.
It's not any more difficult than Quake 3 (unless you count the slightly higher polygon budget and the normalmaps as difficulties). Okay, so you need a .def now. Those are pretty trivial to write. The .mtr files are pretty much like the .shaders of Q3A.
I've been a Zbrush user for years ( for hobby ) and was thinking of trying keyshot out as a renderer. My only question is, does keyshot have a polygon limit? I have some very dense models ( 20m+) and would like to bring them in without lowering the resolution. Thanks again.
Hey guys, Let's say you need to make a 3D object with a budget of 2k polygons, does that mean 2k tris or 2k quads ? I know that the engine converts everything to tris, but I'm not sure what polycount means in the vocabulary of gamedev.
My first sketchbook, huzzah! I hope to keep this updated with some progression of work. Bonus points if I complete a model! First up is my WIP of Thunderbird 1. Needs optimizing, UV mapping and Texturing. Polygons: 5915 Tris: 11,852 Built: 3DS Max 2017 Renderer: Arnold for Maya 2017
I would like to know the best way to model deltoids, elbows, and knees to deform well when animated. Mainly to be used for models of upto 4000 polygons. If anyone could post some examples of the best way to model elbows, knees, and deltoids I would be very appreciative. Thanks!
Hi there, In zbrush you can use the ''grabdoc'' command to take a screenshot of your tiling textures. I use this frequently to screen capture normal / height / albedo. I still see people baking their base-textures from a polygon plane. What are the advantages using the baking method?