On the UV layout you should straighten out a lot of those pieces and they would pack a lot better and allow you to use more of the pixels in the texture. The fingers don't need to be fanned out, they could be brought together with minimal stretching in areas where it doesn't matter. It would also mean that the UV seams…
textures can cost quite a bit, in terms of bandwidth especially given the numbers of maps PBR shaders shunts around. Polygons can indeed be expensive still, turn shadows on and your 20k tree is now effectively 40k. So maybe you decide you want shadows to actually appear further than 1m away and you need to start thinking…
your pixel density is a bit skewed, the handle receives much more than the blade, which is the predominant portion of your model. usually with assets with long pieces like this, you can probably swing a 2 X 1 map rather than just a straight square to get a better layout. you are also getting some normal bending issues…
Mesh and diffuse look good, but why is it so glossy ? Scales are not as glossy by default, making your material definition look odd. Also you need a detail normal, or your normal is not strong enough. The small scales look flat. (also it has some kind of pixelated stylized look, like if you put a filter over it?) Eye is…
Hmm guess im losing memory lol. This is made up of several meshes than attached, so far only problem i am seeing is pixely diffuse, i have disabled mipmap which gives a bit more desired result. However i dont see and lightmass issues even though the shield type stuff on railing is just hanging and interesecting on it. Im…
Maya isn't very good at real-time transparency sorting. If you were to render the scene from an angle where the geometry seems to disappear, it would be fine in the render. It's actually pretty much the same as many game engines. Most games tend to use "alpha test" transparency (a pixel is either fully opaque or fully…
I don't think you over worked the sculpt, in fact I could be tempted to say the opposite? There are too few angles there to catch the light? Also, while 512 isn't terrible, the layout of your UV's could be improved some what. I would be tempted to make this possibly a couple of textures instead, then try a bit more to…
This is shaping up really nicely, cannot wait to see it finished. The only thing I don't like is the thatched roof texture, it seems very chaotic, the straws going in every direction. I think it'd look much better if the straws where all going somewhat downwards, like in the first image here:…
This++ You can shove a decent amount of polys down the pipe. The problem we have at work is with overdraw. We are actually getting better performance using 2 to 4 times the amount of verts on our foliage so I can reduce the amount of translucent pixels and over draw by having my leaf cards be higher poly and fit the alpha…
P442, I'm glad, that it's so bad you like it=) Thank you,vofff! Thas was a really amazing thing to hear. I worked hard! Thanks,teaandcigarettes. I'm glad you dig. I'm not really sure If I got your question right.) Do you mean the the mesh should be distorted a bit? Or the there should an actual distortion map like in UDK…