Regarding the pictured band ... (1) will the overlapping geo (circled in red) cause problems when casting normals and (2) when creating the low-poly should I simply use a tube or clone the object and remove edge loops?
Full project is available on my Artstation below: https://www.artstation.com/artwork/d0qzGJ Description: Got back to retouch this old project and rework it a bit. I didn't want to go crazy, because I also have to work on my upcoming projects, and would like to focus for those, but my eyes couldn't take anymore the old…
Hi, Is it possible to have the alpha map of my glass material casting shadows? I don't want to mask the area completely like you can using the alpha test. I want the shadow to take into account the opacity of the alpha map. Any ideas? This seems to have been asked a few times and as far as i remember its possible in UDK.…
So just to be clear : your problem here is that your high is too dense to be manipluated outside of Zbrush ? There are two ways around that. - You either do your whole retopo stage using an app that is optimized to load very highpoly models as surfacereference. That'd be Topogun. Max comes second in that regard (as it is…
I've used Blender a lot over the past several years. I love the fact that its open source, but there are upsides and downsides when it comes to actual game development. For creating assets for a portfolio or such, especially if you also use other apps like zbrush, 3dcoat, topogun etc it's nice. Its fast and pretty…
Haha geez man you need to settle down a bit. People on Polycount are amazing at helping, I would suggest not burning this bridge so fast by being ornery when people are putting up their own time trying to be of assistance. Also, demanding that someone talk you through a problem this small like some sort of personal coach…
There's a huge difference between clunky movement, and immersion. Whether or not you like the latter is up to you. Deus Ex had problems yes, there was a much larger emphasis on the design, and as such animation seemed to take a strong hit, which ties into direct player feedback from a first person cam. System Shock 2 and…
The optimizations you seem to think that are revolutionary, are mostly reduced asset complexity. The models are 1800 poly max, doom3 was around 3.5k in some cases. The multiplayer was cut/paste from q3 litterally, hence the rocket speed being slower, they did'nt account for the different scale size. All i'm saying is that…