A trio of new tools, MudWalker X, ReDucto and Weapon X have been released for free at the author's website: Psycho Core. The first, MudWalker is a plugin for Mudbox that allows you to send your meshes and textures between MB and a variety of other 3d applications. The next tool ReDucto is a stand alone polygon reduction…
Congrats on finishing your piece @Vastra ! While the visuals are not very 2025, there's a cohesion in the look that reminds me of PS3 graphics and it somehow works for me. I feel you could add geometry to the walls to attempt the "room carved into rock" look the concept has. I can see you tried something like that with the…
actually it paints per polygon and not per pixel. if the density of your polygons is lower than the density of pixels on your uvw map, then that's why it will come out pixelated. for example, if you're only subdivided to say 400,000 polygons, your polygon density might be 1 vertex per 8 surrounding pixels at 2048*2048…
3) where can I find that, dont see it in right click Dice polygons? I'm not sure its exactly what you are looking for 4) I ll find that magnet icon, thanks. m brings up the tweak tool and it should show up on the bottom of the active window 6) eehh... In max you can select borders, like open polygons, and then cap them…
I changed the leaf meshes from a square polygon to a shape representing the actual needles, had to stick to one polygon still, because the translucency to polygon trade-off didn't increase my frame rate (actually even lowered it) even by switching from 1 polygon to 2. I'm thinking about baking down larger branches into…
Not really, forget about ambient occlusion for the moment. What I want is shadowing from the normal map "faked" surface. Imagine a flat polygon plane, extrude a central polygon outwards. Generate a normal map from that and apply it to a flat polygon plane. Now... when rendering the low polygon object with the normalmap I…
If you mean connect as in making an edge between two verts on a polygon, select the verts and hit Ctrl+L. Shift+T will triangulate selected polygons and selecting an edge and hitting V will spin the edge. For border select, hold Shift and either click the plugin button or hit the number 3. If you have polygons selected,…
Is there a set polygon limit for that gun? If it's meant for an FPS game, you'd be surprised how many polygons you'd be allowed for that. Another thing to keep in mind is if it's for an FPS, is this the player's first person view of the gun, or is it the version everyone else sees? If it's the first person view, you can…
Eric - oh I know you weren't saying they are the same thing, but mechanically they are similar, at least. Thanks for the link too, even though I have an idea of how it's implemented, that's helpful. fletch - usually you'd be right ;) In a software based scanline renderer you could simply multiply the pixel value after…
Thanks guys. Here's the wireframe for base room geometries (41K polygons) At first I went with standard way to make walls (simple mesh for lowpoly version, something around 400 polygons), but it didn't turn out as I wished. It looked so flat when you got close enough! So, I decided to increase the polygon count to…