A browser based unity 'game' with a lowpoly tower you can fly around would be interesting... and easier for someone to put together. For each artist, one .obj, no animations, and a single 512/1024 diffuse. Or a small normal and spec map too. would run well. But all in all, the thing that killed the old polycount collab was…
You say you attached the objects, does highlighting them all using the element option and going straight to the unwrap UVW help? I'm just taking a stab at it as I just recreated this and managed to view both when attached and highlighted. Hope it helps if not someone will be with you shortly who knows the answer . Bout ZB,…
So alright. Baking after all the cloning and wielding, does seem to solve some strange normal map seems indeed. Differently a good way to go. But, I seem to run into new issues altogether. When I bake sections of my highpoly onto my Uved all ready cloned and wielded-lowpoly mesh, many of the areas bake with very funky…
Hey thanks man. Yeah I really felt like showing all the unwrapping would be a bit too much. I was thinking I might do it while i recorded the first voiceover (i say something about not wanting to omit anything), but by the end I thought meh, it'll be really boring. And regarding the smoothing groups: I do mention it yes,…
I thought that the knees were a bit high as well, but when I added a biped (to get the rough idea of where things should be) it was way up there.. So I just went with it. Yes I know I need some edge loops, I will definitely try to fix it the mesh more.. At this point I really regret not paying attention the poly count from…
Keep trying If you were trying to use modular pieces, you've failed. It doesn't seem like you even know what it means. The advice above about making variations or putting other objects on the same texture page is exactly what you should have done. It also looks like you have UT terran in the back that you made in like a…
Tangent basis is usually calculated per vertex-face (kinda like per-vertex, but when you include UVs you can consider a single vertex to have multiple UVs if it's split per face). So you take the vertex normal, and the UV coordinates for the connected edges of that vertex, and do some calculations with that to find the…
I see no reason to put the moustache on a separate alpha. You can just paint that on and I'd say replace the many stripes for the beard with a single surface, intersecting alpha planes will always cause problems. There are some clipping issues with the two belts over his shoulder and the shirt-trousers transition, that'll…
[ QUOTE ] A bit of setup is required. Create a new folder somewhere on you HD and put all your 3 TGAs in it. Rename the diffuse to 'whatever.tga', rename the normalmap to 'whatever_local.tga' and the spec to 'whatever_s.tga'. If you ever need an extra greyscale bump map for fine details you would need to call it…
hard surface would be just ...making the final hipoly model look smooth without the need of SubD/meshsmooth like in http://www.strangefate.com/portfolio/elewire.jpg You could physically subdivide a SubD model and then just hack in additional geometry that wouldn't convert properly to SubD, but you wouldn't use anymore…