In most cases, yes to all four questions (I think, I'm not a programmer). Depends though, like if the mesh exceeds the vertex limit for a single batch, then it has to be split by the renderer into more than one batch, which would cause more draw calls. Also in most games you would not want to combine all the telephone…
Hey guys, thought it might be cool to give another update. Check it out: still in the process of throwing in models and tileable textures. But I believe I got the layout of this project in UDK to be pretty good. Feel free to leave any thoughts. I'll be blending materials together with vertex coloring and techniques like…
Z-up is right. The code will center it at the lowest center point, of the bounding box. I almost posted a old script that I wrote a while ago that contained that line of code but decided against it. The code works fine for stand alone props and objects that don't need to align together. If one object has a piece that hangs…
ant1fact, yes i hope to see this kind of tools as modifiers in future, afaik face groups is already in 2.8(just like vertex groups) Fullofsith nice plugin. But not enough too me. After more than 20 years of 3d software development those really smart dudes should give as tools like described here:…
The image has great atmosphere, it needs some smaller fireballs in the background to help make the whole thing not look so staged. The biggest problem with the image is the Barn. Its the secondary focal point and the image reads like a line straight across. The barn needs to look as badass as the fireballs. Right now It…
Editing the model after its been rigged is a dicey operation. But you can use the skinwrap modifier, target the original mesh (hopefully the verts are still roughly in the same place) and then convert to skin. Unlike load save skin weights, skin wrap uses the verts positions in world space instead of relying on the vertex…
It's polypaint (vertex color) data, UVs are irrelevant. Just keep the polypaint on a duplicated subtool. Don't convert it to a texture, dont worry about it's UVs. If I were using one just to store polypaint, I'd probably even delete the UVs to free up some memory. As long as your new mesh occupies the same space and doesnt…
Hey all, it's been a while. Been working on this some more now. Got a new ceiling, sculpted a new wall texture with vertex blending, new pillars and added a few more props. Still lots of work left, I want to re-model the wine racks completely, get some more particles in there and add a few separate bricks lying around.…
title fixed :) for about that problem, i know why : it's because you didn't click on the model Suzanne and then in the node Windows, you need to click on one of these "material output" which it will activate the render. hope it will answer your problem :) for about normal map, i'm still working on, i was trying to…
It looks great! But there is still a fix things you could improve: - the shape of the hair cards are too visible, there is a lot of harsh light transition in his hair. I think you could fix this by tweeking the vertex normal of the whole hair mesh. - the way his shirt "stick" to his torso is weird. Like it's half opened…