I've posted this in the UDK thread but it seems a little sleepy in there right now and I'm anxious to get moving on this project as I've hit a bit of a roadblock. I'm pretty new to UDK, and this is the first time I'm attempting a complete 'environment' in it. Previously my experience was pretty much limited to importing…
Patanouk is a free asset manager for 3dsMax. Easy to use, with its sleek graphical interface, Patanouk is perfectly adapted for any development pipeline or for private asset management. Feel free to request any new feature via the built-in Feedback window, this Polycount page, the ScriptSpot page or…
Hey all A friend of mine recommended that I start posting on this site on a regular basis due to the projects i'm doing what my future goals are. I'll give you a brief history of me. I've worked in the Games Industry for 4 years as a Designer/Producer and only ever dabbled in 3D Modelling when the creative urge takes hold.…
Hey everyone! I'm preparing myself to start job searching within a few months and I have a few questions which I hope the Polycount community can help answer. I intend to work as a 3D artist, preferably a character artist though I hear creating props and animation might be a better way to break into the game/movie…
So I've been learning how to model stuff in my free time for a year and a half and now I'm approaching to the point where I have to decide which road to take. Frankly speaking it has already been decided, I'm just constantly narrowing it down to hold a focus on things. Currently I want to be an environment/prop artist but…
Texture flats. Didn't include the smaller utility textures and one I'm still working that has grunge in the red channel and a color mask in the blue. Trying to figure out what to slide in the other channels. Probably decals. Didn't do a good job of planning and now towards the end it's getting kind of messy. Something to…
Hey, it's another one of you guys that worked on the Heavens Edge Enviro. Gonna repeat what everyone said to Felix-- You need to point out a little better what your contributions were, specifically. Otherwise, for all we know, you just made one rock in the corner of one shot. - For your Aeolus Biker character, my main…
At render time all polygons are reduced to triangles. For high poly models that have to be rigged and animated a sub divide operator/ algorithm/ modifier is usually applied to the mesh. These sub dividers are non destructive and can be switched on or off, making it possible to rig and animate a lower poly version of the…
If it's just a decimated sculpt, it's got to be absolutely awesome. This is only the beginning of a completed, awesome sculpture though. As mentioned, a mountain of time put into further detailing is necessary to make this really shine, however I can see a few fundamental problems: 1. Note the position of the eyes from the…
1. Depends on Engine. But it sually will be at least 1DC per material/shader permutation. 2. Again. There is no cleaner answer, because it depends on how things are setup. If by texture maps, you mean just images, then of course second will render faster because of less triangle. How many textures you throw at object is…