Anytime you make a new MIC you are creating a new Draw Call. So while the per pixel cost of multiplying AO on top of your mesh is negligible, you are creating some performance cost by having multiple materials. If these are huge meshes, like building size, and they only contain like 3-5 materials it probably won't be so…
Thanks for the feedback.. But we're a small team of 3 and there is only so much we can focus on. Our time and efforts went into the application. That bug listed in the blog has already been fixed in the current version of the app store. I understand that Polycount is a 3D community, but there are a lot of people who do 2D…
Looking at your textures, it appears you only use a couple different types of techniques to create your textures. Big air brush to make your large shapes and then you jump right down to the micro single pixel wide brushes. I suggest you learn how to use an ol' polycount favorite. The 100% hard edges smudge brush with only…
Oh man that is a rad concept! Couple things: 1. That tree in the foreground is awful blurry compared to the rest of the scene. It seems like all the trees are of a lower pixel density than the other textures in the scene, but its especially bad since one of them is right up next to the camera and takes up a big chunk of…
That's a bad example to follow, the material doesn't have an even resolution and the road isn't blended at all. 1. First place objects into the scene 2. Scale the objects to exactly the right size 3. Choose a good minimum camera distance to work from 4. Add a huge texture like an 8192 5. Reduce texture size while at…
I actually did a model of the HMS Surprise from the film Master and Commander for my senior project back when I was in college. Knowing what I know now, and specifically if you were going for an environment art position, you need to think of it like an environment and treat it as such, as well as render and present it as…
Save options I personally use: JPG = quality number, and Baseline Standard vs. Baseline Optimized. I never use Progressive, but maybe others do? Maybe if you're doing a web 3d game? PNG = compression smallest, interlace none. SuperPNG would be nice to support if the user has that installed, optimizes file size very well.…
keep in mind that technology advances. People working in mobile games a few years from now will probably have other skills than people who work on mobile games now. Mobile GPUs will be able to push more polies, offer better lighting models, etc. And there will be studios who will want to make use of this. Look at unity,…
hi! Actually your texture density is way off, all those little squares is a the entire texture, so it tiles hundreds of times. Go to the reimport import button on the main DDO window and change the Texture density, take whatever its set to now and divide it a couple of times, for instance if its set at 4096 try setting it…
Hey Jackalope I completely agree with the rest of the guys. Personally, I would definitely reduce the density of your highpoly mesh. You might want to make these needles a bit bigger, thicker and longer, but use fewer of them. Also, you might want to apply some 3ds max materials that have different brightness values,…