The answer to that question will vary depending on the particular processor. In some cases (ARM9, for example), division is more expensive. In other cases, there's no difference.
Experienced 3D Artist looking for work Experienced in props and Environments for console and mobile. Experienced working with Unity and Unreal Engine Email - contact.rhys.3d@gmail.com Example of Work
Add more parameters to your material to enhance the roughness rendering ^^ By example, a good tutorial would be --> https://www.youtube.com/watch?v=5R30e7q_Xdw Keep up!
Hello! I get pretty tired of Maya lagging when working with high density meshes decimated and exported from Zbrush. Here's an example: This is highpoly for baking. And whenever I select it, or if its just not hidden and on the screen, Maya starts to lag. While yes, it is pretty HIGH poly. Still, here's my issue: It rarely…
Does unity automatically batch like materials? For example, I have a bunch of Bumped Specular materials where the only difference is the "main color" swatch which is being used to recolor a diffuse map. Will unity batch these?
Hello, I am wondering what the cleanest solution would be to solve this type of corner in high poly modeling. Could someone help me out with an example maybe? Thanks! [img][/img]
Is it typical to combine maps into one big map when doing enviroments? For example, if I'm doing a factory scene, and I have a barrel, crate, trash on the ground, etc, is it common to combine those into one big map?
https://www.youtube.com/watch?v=uL0rO93lvZk&feature=youtu.be A work in progress. A few noticeable things still to fix such as the left arm for example. I'm more than happy to receive critique because that always helps!