Also keep in mind that not everything has to be one contiguous mesh, especially if this is a high poly model. If it makes it easier to work with or there will be a material or smooth break, you can make them separate objects. In this case, if this is the low poly I would probably keep them as one object and use some…
What I've learned from trying to do environments is to start big like youre doing. Get the feel down without actually getting carried away in one small useless prop. Once you commit to some small piece you're going to hyper focus on it and more than likely you're going to make it too detailed. Do what youre doing but now…
R4pture3- Thanks for checkin back on my thread... I need all the help I can get :) What are you refering to when you say to save UV shells for things that are machined? More organic shaped objects? I've tried to align these UV shells along the grid. I have my UV grid setup to match a 128x128 pixel lightmap. ( 1/128 ). But…
While it is true that scuffed and shiney plastic both have the same reflectance value... How accurate is our method of capturing the percentage value of light reflected? For instance, look at how much difference micro geometry has on the visual look of reflectivity on skin. Figure 1: (a) Rendering with scanned…
To do this in Photoshop you need to use a smart object, multiply-blended groups, threshold adjustment layers and clip-masking. (Source image was this.) The layers needed (I actually used more for the above): (1) Group folder, always in Multiply blend mode. (2) A Threshold adjustment layer with the threshold set to what you…
what the fuck. it's melting. firstly, your sculpt is very organic and feels like you went overboard with high frequency details and just scraped away at every possible edge. check references for how these objects take damage. overall the scuplt isn't that bad but it definately suffers from "just one more scratch!"…
Most modern game engine should support instancing. In this case you have one copy of the model on the video cards and just a list of position etc. to place the same model all over the place. In fact one drawcall without any memory limitations. Sharing materials and textures is important. Most engines will process meshes in…
Hmmm... C++ is always a solid choice, just because it is one of the most useful low-level languages out there. A lot of popular API's are fully compatible with C++. Basically, pretty much anything that can be done with programming can be done with C++. At the same time, C++ is considerably more annoying to learn than Java.…
Anything that you place inside of your level is considered an actor. From a light to a static mesh to a player start, they are all considered to be level actors. The more actors you have in the scene the bigger of a memory foot print the level is going to have making the loading and build times increases drastically. As…
ok.. i haven't changed anything just yet.. but i am working on the rig.. but this is what i was saying about the difference between tangent and object space normals.. the visual look.. this was the question i was trying to ask initially.. what is the difference between them?.. and if one version is used over the other in…