Are you sure about that? I thought if a mesh has multiple material IDs then it has to be redrawn for each unique material essentially increasing the draw count by the number of unique materials? I'm pretty sure that's the argument for why it's always more performant to use a single texture atlas than multiple materials on…
Hi! What kind of job do you target? The artwork looks like an illustration/marketing artwork to me. Generally it looks solid, but mainly 2 things drag it down for me. I think the underlying pose is not convincing. If I place my hand to chin, upper arm rests on side or elbow rest on something. Animators often act out their…
Team name: PARPG development team. Project name: PARPG - post-apocalyptic roleplaying game. It's just a working title at the moment and we can reconsider it later. Brief description: I had plans for such a project for quite some time but it was more of a vague idea than anything else. In late January 2009 I decided to…
I think the whole idea of using Zbrush decimated mesh as in game model is not ok yet. Whatever Unreal5 is promising. I see the appeal but IMO not only those tiny triangles everywhere Neox mentioned but neither proper/clever sharp edges vs smooth surfaces placement for good lods switch without suddenly popping different…
yes, camera position wont matter if you do it with a round edge shader. everything will "just work". you could swap in and out any model and using that shader it will all smooth together. that said, the picture you provided seems to be of plastic vacuum forming which isnt going to look the same as a shader smoothing over…
This is something that I definitely want to add in the future but that I have no idea how because I don't have access to a VIVE. I'll investigate it further and hopefully can get it in the next update, in a few weeks, where I'll add support to the latest Oculus runtime. @LVG: Haha that's something that I can't do…
the video is kinda outdated since its posted in 2009, back then zbrush tools was limited. you can get clean rig ready low poly mesh with completely different geometry from the hi res. all you need to do is duplicate the hi res ( merge it if you want to bake group of subtool) 1. use dynamesh ( with proper resolution), keep…
Hey, neat progress! I think your lighting is making the character hard to see. The glowing background stands out too much I think. Instead, try giving it a three point light set up, with a warm orange, cold blue light and some kind of fill light. I suggest this because that's the set up I had for a sci-fi character I made.…
Ok, round 2. I made a new texture and built a heightmap. I quickly realized that to avoid linear blending at all (giving me the sharp transitions that I want), the shader needs to be able to filter whole patches of grass. The idea to solve this is to collapse the whole grass patch into a single point coordinate, and for…
It's very possible to achieve results that are very close to that image. You just have to make sure that you're understanding the lighting and understand how to 'fake' it if you have to. The type of lighting you see there is usually not even direct sunlight but just global illumination. In the rooms to the left, there are…