My old Radeon 8500 didn't complain about several 17k models running around. Therm: Well, considering nobody cares about the number of ngons used in a model polycount is just an alias for tricount.
Here is sword I made in Blender. http://www.youtube.com/watch?v=vu99XtQsRek&feature=youtu.be Is it right way to render handpainted low poly things shadeless? Tris: 132 Textures: 512x512 diffuse
Thanks fellows. Iciban, check this out: http://www.polycount.com/forum/showpost.php?p=1515379&postcount=170 http://www.polycount.com/forum/showthread.php?t=88799 Pay special attention to Tyson Murphy's tutorials. He's the one.
IT IS DONE. V 1.2 is up. I played with it and didn't encounter bugs but it's always possible to miss some. Let me know if you encounter any :) Also updated gifs to show off stuff a bit better
Hi guys! Just want to share with you all my portfolio projects. Hope you all like it! :) Goblin inspired on the goblin enemy from "Unison League" : https://www.artstation.com/artwork/3drQ3E Polycount: 17K Tris 1 Texture Set with 2048x2048
Having a problem combining 2 shaders. I have a vertex shader that I need to combine with water basic (part of Standard Assets). Can anyone help? This is the vertex shader by itself // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' Shader "sidefx/vertex_fluid_shader" { Properties { _Color ("Color", Color)…
Guys i have another error # Error: line 1: IndentationError: file D: \Program Files\Autodesk\Maya2022\Python37\lib\site-packages\shiboken2\files.dir\shibokensupport\__feature__.py line 142: unexpected indent #
miauu's Objects Replacer version 1.2 is available. Changelog: - added Preset system so you can easily create/load different presets for different replacements.