I like it ! Was trying to make a tool for counting drawcalls but in the end it's the same thing than your material count. It doesn't automatically refresh but maybe was it too consuming ? Maybe it could display total scene stats and total selected objects stats too. Good work, will use. I had some error throwing position:…
Hello Animator this is the update of the any opinion, critique are the welcome Thanks for support God bless https://youtu.be/xNhT2msw0iw https://syncsketch.com/playground/41f596ec0a5b422097bc3da27fa9db6f#409399
Robert Valley [ame] https://www.youtube.com/watch?v=KtCKATWLOgc[/ame] Leinil Yu http://orig04.deviantart.net/8b0d/f/2006/333/7/3/for_inkers__sample_pencils_by_leinilyu.jpg…
Thank you guys so much for yalls input :) @Der Hollander you are right i need some more gothic stuff in there :) i got a plan for that haha :) @AlexCatMasterSupreme you are absolutily right in future I'll make sure they are not default mat colors :) . for ref i had been kinda shying away from that, and just creating as i…
People are really becoming more aware of the fact that breast plates built like that for women are just plain evil. Separating the breasts with metal like this does more damage than it does good. A blade hitting the chest would be guided strait into her sternum. Since it is a structural weakness, it would crush her chest…
Thanks guys. I have checked to see if the verts are welded and managed to reduce the tri cout by about 50 so it is now 41706 triangles. It is driving me insane because I have not added any new smoothing groups, only modified the hair card positions and reduced the tri count etc Could this be to do with a possible tick box…
So the hidden edges form a V along the center seam and face the opposite direction on the mirrored side? And it's that when you click on another mesh and come back to it? Or a different test would be you can flip hidden edges and they stay flipped without having to define them? I'll grab the demo of 2012 when I get home…
I don't think you should dirty your textures up, but rather make your geometry blend with the surrounding environment better. You get these harsh transitions between walls and floors everywhere and that makes it look like brush-based levels from the past :P Notice how the corners are darker than the rest of the…
This is correct. Art for games is more optimised and has a different workflow over modelling in high poly. The basics of modelling still apply. I dont really have any tutorials but perhaps this thread can help you: http://www.polycount.com/forum/showthread.php?t=41232