Hi all! I started this project about a year ago, then due to an internship I had to put this on hold. Now that I finished a couple of projects I'm finally able to do some high poly stuff again :) Still got a lot of cage problems with my bake but I'm happy how the low poly is turning out atm, LP is around 15k triangles…
Been busy with other commitments so haven't touched this in ages, trying to layout the tiles so I can then do the high polys for them, but I'm having the issue that they wont't snap together for some reason? No matter how hard I try to snap the smaller tile to the bigger one, it just won't stick. Does anyone know why this…
you could also do in blender and then export for maya again: https://blender.stackexchange.com/questions/5538/how-do-i-convert-a-triangle-mesh-to-a-quads-one depending on how clean the original topology is it can give nice results. sometimes best to split up the geometry and isolate areas that don't quadrangulate nicely…
@ EQ Yeh, Good Advice. But when it comes down to working within budgets and limitations, thats when a game Artist shows his true colors. Ive seen so many Artists that can create great looking artwork, yet fall over themselves when complying with certain limitations. A good example is from one of my environments pieces for…
I'd use some very large plane - like objects and just pan a smokey cloud texture accross 'em. You could get some fading where the planes intersect with the castle using depth bias alpha, but you'd want to combine them with alphas or vertex coloring made to simply fade to black at the edges of these objects. You could do…
http://wiki.blender.org/index.php/User:Stuntman/Extensions:2.6/Py/Scripts/Mesh/weightloss I found this addon that let's you set a bone limit (Unity supports 4 bones per vertex, 2 seems a little low.) Then you have to run a Clean in Weight Paint mode to actually remove the bone influence. As for the extra junk... The best…
I did, they say that if I had a symmetrical layout I could use a single 1024 texture map, for a character with a 35k tri count, full armor and weapons... Im starting to think they don't really know what they are asking for at this point. Im sure they have the best of intentions, but I've been in a few projects that never…
They do have many videos demonstrating the capabilities of the Houdini Engine in UE4,but they are just not showasing them as they should. This video for example shows a really great tool that paints Ivy in vertex painted areas. https://www.youtube.com/watch?v=k31c4sTjYNY You can find many other stuff like this just by…
I guess this is closer to what I actually do. I don't go and create a high from a mesh that has been optimised and has triangles all over, otherwise Id get all sorts of pinching if I chamfered edges bordering triangles...but my blockout is very very close to the finished low. I spend a lot of time on it. Just needs a quick…
I really hope that one artist hasn't had to slave away and hand-craft much at all. Rather focus on creating a vision, without having to worry too much about vertex placement, UV islands baking errors and other useless stuff. That's the way all game development should be done these days, if you ask me... I might be wrong…