A 'polymesh' is just a standard polygon model defined by its vertex information. This is just a term to separate it from Primitive Meshes, which are parametric objects (shapes that are defined through math formulas, where you can change the parameters using sliders to change the result on the fly). There's nothing extra…
A baked normal map replaces the normals of your lowpoly mesh, on a per-pixel basis. This means the vertex normals(smoothing) of the lowpoly can be much more accurate. A bump/height map converted to a normal map is a simple 2d image, and will never account for smoothing or anything else. Basically you'll never have a…
For an SSD, a good size/cost ratio, good read/write speeds(some can be lopsided), and just good reviews/stability, though that one is the hardest to quantify as everyone seems to have think X SSD is unreliable. I've got a OCZ Vertex 2 120GB that I haven't had any problems with(actually installed one in my Father-in-law's…
The issue here is the UV layout. I'm pretty sure you could get away with attaching some of those shells to minimize the amount of seams, which would also produce a cleaner model for run-time as there'd be fewer vertex splits and all that fun technical jargon that comes with it. However, if you need this layout to be…
Welcome to Polycount Nieb. Yeah generating nice lightmaps can get tricky sometimes. This is a nice environment you have here, are you planning to texture stuff or leave them all with this flat shaded look you have already? Right now your trees are looking rather flat. If you are using overlapping UVs for those leaves I…
I finished before Christmas! Man those tiles were a PITA. I realised partway through that I had fudged a few vertex normals on my Highpoly by making my basemesh... messily... but it was too late by that point to realistically correct it. model My advice for now would be to go for a workflow you find easiest. Modular…
Thanks for the feedback! Yeah I was kinda worried about the shoulder/arm topology. I've looked at various base meshes and online tutorials but I so far haven't found the "best" way to build a shoulder. (The quotes are intentional, I know there are always multiple ways of achieving the same effect) Vertex weighting has…
This scene was used for one of the monthly challenges recently; if you go through the thread you might pick up some useful stuff from looking at everyone's work. The wood seems very uniform in colour over the entire scene; maybe if you broke this up with vertex blending between some grime textures it could help. The…
The Mutant League challenge is about creating a mutant monster typed character character or suitable environment environment for any sport, not just one related to the ancient gridiron game. I do like the idea of a competition that doesn't allow for people to work in their staid comfort zones, but I think the simple…
The trains material definition is really bad and could be improved a lot. I get that it's an old train but try adding some specularity to the windows, paint and/or bare metal. I'd also try to make the train a bit more interesting with some panels and such as there are way too many flat areas with nothing going on. The best…