I skimmed it, very good tutorial. However, my personal opinion and from the feedback I get on my own tutorials, video tutorials are the way to go. People have a better time following them and learning from them. Especially since you put so much work into documenting this, I would suggest for your next tutorial try out a…
Hey all - thought I'd share this here since I'm sure some of you might find it useful. I just finished writing up a tutorial on low-poly character modeling, unwrapping, and texturing. The tutorial is for 3dsmax and the texturing stuff is in photoshop. http://www.bakaneko.com/howto/computer/3d/character/page01.html
I have been trying to create low poly characters for years now, and I could never really get the hang of it. But I completed a full character, rigged and all, following this tutorial. I was well written and easy to follow. Thank you much for the tutorial
Nice tutorial, clear and well thought out. A couple thoughts. Smoothing groups basically duplicate the vertices of the model, so I think it's good to note that using them too much can really affect the vertex cost. I wonder if you've tried using a more dense checkermap for the UVing? Setting up the UV ref layer in…
Eric I for one would love you long time in your face if you made a nice performance related tutorial. Cover tri strips, draw calls, etc etc. In other words, YES PLEASE.
Yeah, I would totally write something like this, but I don't have the time these days, or maybe it's just that I don't have enough interest in it, relative to playing with my kids or whatever. Kind of like the DDS thing I guess. Maybe there's already other stuff out there?
I've made many a PS2 game myself and have never heard an engineer express a preference for 4x128 versus 1x256. Back in the day when PS2 was the main platform, PS2 may have been your target as a developer, but more often than not you were making a build for Xbox and Gamecube too. It would make far more sense to work the way…
[ QUOTE ] Reasonably easy to understand. One thing of note: The vast majority of game engines prefer lower numbers of draw calls for better performance. A seperate texture means a seperate draw call so UVmapping the character with so many different textures like that is not necessarily the best way to go. Of course, there…