I've been taking most of this seriously, and I think learning quite a bit. I applaud everyone's efforts in discussing this, albeit aggressively at times. I understand the anger my noobness can provoke. The penis game idea was in response to Justin's analysis of my game design document, which I didn't like. The point of it…
"really shouldn't" doesn't mean a whole lot if you simply dont have the texture budget to uniquely unwrap everything and still get the desired pixel density at your required texture resolution. In a perfect world with 2048's to spare sure, it's easy to mirror very selectively or not at all and keep a good density, but with…
@Divine Rage, Thanks for the comment :D Unfortunately, i dont think my tablet supports tilt, but i could be wrong! Which video and time was it btw? you have made me curious :P @Snader Your wish is my command! http://vimeo.com/10967077 As for the final tricount...im still not 100% sure as i haven't really set myself a…
I've seen the specialists, and even on this current project a stronger specialization in that, I frankly suck at texture painting, but I am fast with model geometry and skin weighting. The technical artists azre taling over more and more of the rig building shores, and I tend to pick up stray weighting and animation…
Meryl looked like an ugly mass of pixels if anyone can recall back that far (guess who hasnt played Twin Snakes...). Soul should try his hand at recreating her, what with his current stint of making low poly play station characters And with that out of the way I would say this is a well done version of the girl. As for the…
very nice jaw, my favorite shape. Kinda Kate ~ Sandra mix. not enough loops around the mouth and too many around the eyes. Neck area loses detail quite rapidly, I would suggest setting a polygon count and working to it. some noticeable mirroring on the texture that needs clone stamping out in photoshop. Three things you…
If it's for a game, then you'll want to lose the t-junctions so the vert lighting is done correctly... even if it's a per-pixel based lighting solution, you'll still want to do the fixes to reduce the polygon count and seal the model anyway. Namely the sections above the windows, those verts should all be welded into the…
I uploaded the source files of how to sample MagicaVoxel assets as volume textures in Unreal. The included shader is very basic and only intended to show the texture sampler setup, and does not do full shading, and the tracer is basic too. Use the texture sampler function in your custom ray marcher. Inside MagicaVoxel,…
The actual cost on modern hardware should be negligible, but since you're asking a yes-or-no question, yes the impact does exist: https://stackoverflow.com/a/50253669 EDIT: Should add though that the cost is in GPU processing, not GPU memory. The texture data will always occupy the same size in GPU memory, no matter if…
@Jerc Thank you! I've got another question regarding this... say for example I had a Sphere, cut in half and then unwrapped uniquely across a UV sheet, Would applying a procedural material over that model create any harsh seams? or better yet if two UV islands weren't the same size but are directly connected together do…