If you're using meshsmooth or turbosmooth you can decrease the viewport iterations and increase the render iterations. That way you get more polys at render time without having to lug them around in the viewport.
Works fine for HighPoly. With 4 or 5 Iterations i get a nice sphere. But this method is only to use with HighPoly,right? So how would you do the LowPoly of this? Turbosmooth with 1 Iteration?
An absolute monster of an off-road rally high performance twincharged all wheel drive masterpiece fabricated by one of Italy's iconic marques, leaving an indelible impression on those who had witnessed it's racing prowess whilst piloted by equally incredible drivers, way back in the day. Was really supposed to be just a…
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It all depends, right? If you use low poly modeling with edge weights, you can REALLY iterate quickly. But if you're in ZBrush, yeah, basically iteration means "do that piece over again".
Been working on this on and off again; slowly making some progress: Built some of the stone lanterns, started to make the path have some shape, added some kanji to the sign. I've been trying a few tests with the shaders, playing with spec and roughness. Decided I don't want spec on everything like you see in a lot of low…
Hello, updates. Finished and baked out the hasselblad. I may do more passes on the materials as it's probably not at the level of wear appropriate yet, but i'm always wary of going overboard on that stuff. My thinking is that, being positioned where it is, most of the wear the items inside the capsule will receive will be…
hi there, so a few points that popped into my head: 1) If this is a game art asset, you need to take into consideration your poly budget. even if this is a hero asset, there is quite a bit that your normal bake could capture effectively. The pommel for example has a crazy amount of geo without really effecting the…
Lighting is too uniform and lacks any interest. Solid models, yet material definition isn't very interesting. Needs some props to break up the scene. Think about adding a fire extinguisher, possibly a smaller human size door to indicate a room or storage closet. Hanging wires? Maintenance panels, or a treehouse type hatch…
Hi Larry! Sorry for the very late reply (only go on polycount from time to time). What I would do is just spend a fair bit of time collecting as much real world reference of wear on objects that similar to the ones you are doing. Obviously you cant find real life pictures of a magical chest, but what you can do is look at…