You should use official statuettes to figure out how the faces of anime characters are shaped in a three dimensional form. The features are often far more stylized to keep the overall look simple, clean and smooth. IE…
@Larry around 30~60k tris can go upto 100k depending on complexity of environment. Main thing to consider as mentioned above is to keep textures, advance shader effects, material count as minimum as possible, no real time lighting! baked lighting possible if total lightmap count is low also 2 to 3 max though this one…
https://dl.dropboxusercontent.com/u/6089978/Collapsing_World_Web_Build.html https://dl.dropboxusercontent.com/u/6089978/Web.html Conception So, I've always had a fascination with the PSone rpgs. Like a lot of us, I grew up playing playing them, and I can say that those games have played a big role to influence me to make…
- Bad Facial animation. (Who hires these newbs! >_< ) - No "Real" Soldier of Fortune 3 - 3 games of the same exact genre/scenario in a holiday (or yearly season) that release simultaneously that do nothing "extremely" different from one, or the other... - Monthly based subscriptions for these MMO's. - Companies that…
Thanks man.I read that too. I also read about the 600 series being crippled in Maya. What's your generated frame rate of you have a couple million polygons on the view port?
Hello! I think 600 pr 650 is more than enough for it. The firs step before you start on the low is to think what geometry will be baked on the low. Yes alpha for the shelves... just a plane for each. As for the hinges. The parts that attach to the door and main part of the fridge should be baked on the normal map and not…