Welcome! It's looking good, I really like the concept nicely done! a.) I see a lot of welded mesh, which chunks up the tri count. Make sure to count tris because polys can have many triangles and at the end of the day most engines are counting tris. It depends on what engine and workflow you are doing but quite a few…
Hi Alec, Welcome to polycount =) Bones are still bones, verts and faces attach to them and UV coordinates are created and textures are made. That's about as much as they share. How you interact with all that seems different enough to cause some pretty big growing pains when switching. They're still separate products with…
Potential game devs, feast your eyes! On this! https://www.youtube.com/watch?v=zfD7mrQUNOQ This is MNSI, I spend a year working on this and I reckon there ought to be at least a few devs out there that have experienced my frustration at the complete inaudibility of Unreal 4's physics. In a nut shell(tm) MNSI is a complete…
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Are you interested in working for an exciting company that is redefining the way people play video games? Do you want to work for a world-class company in a fun, rewarding environment in Toronto? Then Gameloft is the company for you! Gameloft, an international publisher and developer of video games for mobile phones and…
Hello polycount community! I am new here, and hopefully I am posting this in the right place. After many hours of searching all over the net and failed attempts at getting this stuff figured out properly, I've decided to ask for some help. Below I've got a lot of screenshots of my most recent attempt at making a low poly…
Slo mo is a pretty specific edge case but that falls under the "...as long as you don't interpolate between those values." part that can be a headache, lol. Most engines have interpolation settings, Unreal has them on anims, montages, blendspaces and I think on aim offsets. If interpolation is set to 0 the clips just play…
Hopefully you've taken a breather, it seemed like you were getting pretty stressed out and wasting lot of energy on posts. If you put half the energy into figuring out your problem that you did into posting, you would have 1-2 test cases up and running and be well on your way to figuring out a workable solution. ;) 1st…
Okay Pawel. Don't forget you asked for this feedback, I don't have time to sugar coat due to my limited time, so don't think I'm being an ass. Just calling em like I see em. First Impression: Your strongest piece is your boxing arena, Lead with that instead of your foliage. I didn't get right away that I could click on the…
First image: For a highpoly it doesn't really matter. The square around the hole is unecessary but it's not exactly 'wrong'. There's also no need to connect those parts so completely with the rest of the mesh. Look at how n-gons behave when you've got subdivision (turbosmooth) applied. That should give you an idea of when…