@poopipe Would it be correct to assume that what you're trying to describe is essentialy backing LOD's from folliage where the lowest LOD has a bilboard for each leave (also has trunk and branch meshes) and each successive LOD's incorporates an even large bilboard that encompases more leaves, all the way until we're left…
Hello! We also decided to take part in the challenge. Our team named "Never too late" :D Together with Gamma_un we are going to work on sci-fi with a little bit of fantasy character and vehicle. Here I wonna show you some refs for our work. Some refs for Character: And vehicle of course: Soon we will show you progress in…
I'm trying to get a quick animation of a small plume of smoke like what I have here, and I'm happy with the shape but it comes out way too blocky and low-quality on render. Here it is in maya's viewport It's got a base resolution of 55 which I understand is low, so I would assume that's what is causing it to look so…
I'm working on a sculpt and I decided I needed more subdivisions in order to get the details in. before I knew it though, I had 25,662,126 polys. Is that too many polygons? This piece is going to be a display piece only, so I don't have concerns about whether a game engine would be able to render it. Thanks!
That looks promising ! You forgot the split between the front nose piece and the fenders. They're three different pieces. But there is too much rust, I mean, there is rust in places where it's not really supposed to rust. The area where the top outer wheel arch meets the rest of the fender for example, I see no reason it…
I have two quadro 4000s at work with two 8 core 2650's and 64 gigs of ram. In realtime applications a fucking cell phone outperforms them. Hell they suck for 3d too. Granted it is an older architecture but a fucking 5770 would run any game engine better (or max or maya. They are a joke. (and that's the same gen as the 460…
I have a little problem. My meshs are stretching like elastics too much, I wish there was a limit for deformations in my rig with rigify. How do I limit the stretch? What's more, the character is increasing the armor that is parented to the bones. Help me please.
Hello. I'm newbie in 3D modeling for games and I cannot guess the right polycount. Also new in baking and these stuff and can't estimate which geometry can be displayed as a texture. I create a reflex sight but I think I overdid it with polycount. What do you guys think? Just don't mind attention to materials, I know it…
Yes.. to blend two normal maps ( here the text with alpha and.. "nothing" and so easily solvable with "painting" ) you need to use some tool in advance or some special normal blending shader settup.. you might have a look here.. to deepen your knowledge.. (and do not call yourself names :wink: )…