Monster's "performance triangle" is a very good analogy. Here's a relevant example: The way in which you unwrap a model can actually affect the final vertex count as well as UV splits will count as extra verts: in the case of all those tree leaves, the vert counts between your two methods would be the same, since you're…
Take off: -Cog Heaven -Arenanet Art Test -those sci fi props (these are your weakest pieces) Are you doing characters or props/environments? You're pretty good at both, so pick one! Your best work in my opinion is the UDK ruins, the sci fi environment, motorbike, and those sci fi characters. Sci fi scene: have a look at…
This guy has a good short series on Mesh Along Spline stuff [ame] https://www.youtube.com/watch?v=dsr0XGfHV8M[/ame] It looks like it still only supports Static from what I can gather from their Docs. Although foliage is now!…
Workin' fine for me. Crit wise i'd say you're textures are reading a bit noisy, and your first image has a really heavy contrast that makes it difficult to read the details. I'd be careful about pure black for darks and try to simulate some bounced light to compliment that orange light source at the end of the hallway.…
Well I just tried creating a lambert material with 4 blend color nodes, 5 tiling terrain textures and one RGBA blend texture. Hoping that I could see this in the viewport and then use the 3D Paint Tool to paint the blend texture. Had to use HQ viewport render to get a decent view of the shader. Although all this worked the…
Hello Melvic, I'm no expert in Game Particle Simulations but I can tell that sometimes what you see as particles are just mere polygons with alpha image data on it. A tornado of leaf can be achieved with basic plane geometry primitive applied a leaf texture on it. They of course multiply the leaf by numbers, cascade it,…
delete hidden always softens detail for me. it doesn't screw up the model, mind but when i compare before and after, some definition is lost every time. i try to use it only in early stages, it can really ruin a detail layer. it can be overcome somewhat by keeping the original mesh as a copy and projecting across but that…
Graduation junk finally over so now I can get back to nothing but polishing this up. This update is just on some lighting with a little post, havent changed any textures yet and I still am going to go back to work with translucent glass as it seems everyone thinks it would look good so I will work on that and textures…
So in unity foliage is handled inside the terrain shader... grass and trees and other foliage are both added to the terrain shader and can be moved by the terrain shader. The way you control this is by modifying the alpha channel of your vertex colors. More white is more influenced by wind... quite a bit fiddly to get…
Do you really need a demo reel as an environment artist? The first few seconds are just slow zooming into still shots. An environment fly through is okay, but pictures still work better. Isn't that prairie scene from a tutorial? I would create a new and different environment using the techniques you learned from the…