"search" on this forum is your friend (make sure you set up 1 year instead of 1 week) http://boards.polycount.net/showflat.php?Cat=0&Board=3&Number=216108 http://boards.polycount.net/showflat.php?Cat=0&Board=3&Number=228232
reminds me of the number of sides on the end of a rifles barrel, and how those rifles always ends up pointing directly at the camera in every cutscene and promotional material :) barrels can afford some more sides these days, but make the amount of sides an even number.
EmAr, he might have kept it like that for texturing purposes. Much easier to just texture half an arch and instance it a bunch. Same number of verts = same number of polys. What you've got so far looks good. Have any reference?
There's not really much you can do about it unfortunately. Pretty much any job you look at will have hundreds of people applying within hours of the job ad being posted so you wont be getting away from that even if you change careers. AI is threatening all fields so there's no getting away from that either unless you want…
Or just L . N, multiply a number depending on how many different shades you want, floor or ceil the value and divide by the same number you multiplied it with. You could also use ramps to define the colour, just input the lambertian term into the UVs of the ramp texture.
there's a best case : exported vert count = number of verts in mesh and a worst case : exported vert count = number faces * 3. it will always be in that range, as been said above splits in uv mapping will add to the count at export but also hard edges in smoothing and vertex color will too.
Thanks 4evra definitely made some good points and made a few changes. Snader, I figure that i would add a backpack for number 2 and 3. This time I feel that number three is the strongest and should just continue with it. What do you guys think?
Two more problems that are usually easy to fix: search for QNAN and #INF and replace with a 0. Sometimes Maya gets an infinite number (the second one) - and the first is not a number. You'll see a camera transform in the .ma file that's like: 23.QNAN so if you replace it with a zero it will work.
This flickering issue is a big problem. I've done lots of test and I think the issue is tied to my ScreenPos node again. Somehow this section of the material is causing the issue. If I put a negative number or a large (abs) number into those constant 2s it gets significantly worse.
go into the nurbsTessellate tab> under advanced tesselation options> then in Format Change it to General> then under your general tessellation options adjust you U number and v number. If you want even topology the easy way. you can choose the Count Format for advanced tesselation.