Here is finished retopo. I had so many crashes during baking normals. In fact this is not low poly. 25 998 tri 2048x2048 armour. And 1024 for head. AO + Normal. Hi ress:
I read somewhere that 70% of customers are shopping, 5% are genuine. 25% are hazardous and when they look at themselves in the mirror believe that everybody is as distasteful as the image looking back. These should be avoided, spat out and thrown back into the stream as soon as possible.
i'm having an issue when using substance, I made this model and make sure It's uv unwarped also using 25 UDIMS on that model when I export it to substance it won't load. is there anyway to fix this problem? here's the UVS The Normal
Posted on the Polycount facebook page: It'll be announced today (August 25), so quickly everyone what the heck do you think this will be for? "For a brand new Steam Workshop" So a game that was just released? Or an upcoming big release?
Games Owned:93 Games Played:68 Games Never Played:25 Percentage Played:73.12 % Total Hours:561.00 Good to know that Skyrim still takes the helm as most played game with 47h. :)
You don't need an outside border margin unless you are using a lightmap or a specific engine that needs it for some silly reason. under 25% wasted is fine, some UVs will pack well, others might not.
depends on what you are working on... for a highend game char you would need much more poly... cinematic chars does have 25 k+ poly only on the head (without hair).... and displacement on top...
asx.25<enter> Just scale the UVs down before you animate them. You can also use a video file as a texture in Blender, which would allow you to get a similar effect.
ILets say that your base texture is 1024. If there's a piece that only takes up 25% of the UV space, just use a 512. 512 x 4 = 1024. Same texel density, not wasting UV space.
It may debut on console but it might not be exclusive...lets hope so anyway. http://www.gameinformer.com/b/news/archive/2014/06/25/hello-games-not-ruling-out-no-man-s-sky-on-other-consoles.aspx