A side project over the holidays inspired by info Ben Bolton had shared here altho I'll use both unique textures with a trim sheet to paint this prop, anyway high is done whilst low poly triangle count will remain at a sub-1k target. Edit: Was quite challenging for me too cull detail plus adding bigger bevels without…
Chippin' away at the old tombstone. After subdividing, I saved the mesh as a Target Mesh. The brushes Mallet and Trim Smooth Border work wonders. I went overboard a lot and then used the Morph brush with a hard square alpha to bring back chunks of the original mesh. When digging into the mesh far away from the edges with…
my bad. a terrible realization struck me. perhaps everything is working as it should be, and it is merely the maya default lighting that is causing the render to look the way it does, and the maya highquality viewport to make it look the way it does in the viewport. perhaps i simply have overlapping target geometry which…
I have a few questions, try and answer them as best you can, as to assess if you are on the right track. 1. What is the scope of the game? eg is it multiplayer only? how many missions? is it open world? how many different tanks will you have etc 2. What are you main high level features. eg upgrade system, open world etc?…
Bumping this old thread. I managed to create the controllers through reaction manager, which means that it is possible to create some fancy controls for the morph targets. Using this same technique described above using wire parameters, I have been trying to connect a wire parameter to the opacity of the composite material…
what I usually do in these situations is select the line of edges that has the most vertices and then shift drag them using vertex snap, and then target weld the other ends of the edges. So in your first example, select the left line of (6) edges, shift drag snap to the next top vertex, and shift drag snap onto the right…
Baking 8 bit normal maps has never been a good idea Unless the engine you're targeting is very silly indeed you want to be feeding it 16bit textures for everything (outside of special cases where you want 32bit) - UE5 support for 16bit color maps is acceptable (vs the abortion it was in UE4) so there's no excuse there :)
I will :) Because we are now sort of getting some where! Ok so I have 2 tests, one is this building made up of tiny objects so lets say 6 different types of them that are instanced to form one building. These objects all contain the same 1024x2048 texture and I did some "Smart UV Mapping" to make them all fit together and…
Reviving this thread zombie to recommend a little gem i read through recently, "101 Things I learned in Architecture School" by a certain Mattew Fredericks ([ame="https://www.amazon.com/101-Things-Learned-Architecture-School/dp/0262062666"]Amazon.com: 101 Things I Learned in Architecture School (9780262062664): Matthew…
well if its an rts I assume the units are rather small ? think of average pixel area your unit will take on the screen and what your "targeted" screenres is (like 1200x1k..) it makes no sense that your textures are much bigger than the number of pixels they normally use on the screen. and about graphics, I wouldnt worry so…