In Maya, in the polygon tool set, under normals, there is a setting for hard and soft edges. If you are using low poly counts you need to use these to dictate how the normals blend together. On hard surface stuff generally all the normals are hard, and on organic stuff they will be all soft. Select your entire mesh and…
The polygon limit is pretty high. You can import easily 15M triangles and paint on it smoothly, even on mid-end GPUs. There is no limit to the number of texture sets you can have (700 is the actual limit I think) but the more you have the more Painter will have to swap things in memory and the tool will get slower. But…
The new textures are looking a lot better. But I think you may want to take a look at editing the model a bit too. For as high of a polycount as you have, he looks way lower. I can't help but feel like you used a lot of polygons for things that don't effect the silhouette that much. Keep it up! He's a cool looking knight…
Thanks, I tested the modifier and it works quite well! It's quite old though and still re-compiled for the new 3dsmax versions. But if support would stop at any time then my scenes would no longer work in a new version. That is why I would rather use MCG modifiers. Is there a restriction on MCG that prevents welded…
Is that a GTX 560 Ti, Mongrelman? I have almost the same setup and my fps are fine, even on high. I have an i5-2400k (sandybridge), 8GB ram and a normal GTX560. Once in a while, I get a glitch where the FPS will drop to 2-3 and I will see polygon spikes and the terrain will flick on/off. But it doesn't happen often enough…
I done some testing. When you apply turbosmooth all polygons are automatcally in one smoothing group. You can mess with normals but... I tried but has no effect on normal map. I guess bakers takes HP smooth by default. One more thing I learn, importance of tangents and binormals when you export your mesh. Thank you
@M.Petersen Thanks for the tip! I have already done that, plus i kept the doors in a real life standar dimension. :) @Clement_N Looking good! @Xelan101 Looks amazing! At first, i thought it was a different hammer because the concept one has clean edges, but still looks amazing :D In projects like these should i be trying…
Thanks komaokc,I like the rotten flesh idea,I would add that.I haven't rendered in Marmoset because it doeasn't have a specular yet.I was just testing my diffuse. Anyway,here are some shots from Marmoset.I've tried to add some hair but I don't like the result.Anybody knows a good tutorial about polygonal hair,in special…
The closest i've come to recreating gemstones so far is making sure that the polygon surface is faceted instead of smooth, and setting the material alpha to additive. it helps to make the mesh two sided (or disable backface culling). However, currently Toolbag2 has no refractive pass/shader model, so this limits our…
it looks spot on for the most part, but if it's supposed to be realtime 3d it's really unoptimized. there's plenty of tiny chamfers that aren't even visible without wires, you have planks modeled as separate meshes while they look exactly like a flat polygon from this distance, and floor tiles are models while they are so…