ok, here we go. Here is a rough and quick example of what i meant in my previous post. Please note that some stuff (especially textures) r only basic and simplified examples which show my point, and they were not fully elaborated for final quality look :P First of all, when u deal with low-poly vegetation u need to look at…
Well, I suppose I figured it'd bee good? I'm not sure how many polygons a scene like that would take. From UE3's website, it says it can handle up to 1.5 mil polys in larger environments. I think I lack a frame of reference for size of larger scenes (the inside the last temple in Uncharted 2 comes to mind) Yes, diffuse,…
I have a textured update. I have the walls, floor, and most of the fire escape textured. The lighting is very temporary. Two area's casting shadows and a ambient for fill. Almost everything is Diffuse/Normal/Specular. Looking for some crits on how to improve this as I keep moving along, and for anything else. First one up…
Hey Dan, glad you started posting here. As far as poly count goes, a simple rule to keep in mind is this... Try to capture the general shape and silhouette of the object. Anything that doesn't affect the silhouette can usually be faked wtih a normal map and some clever texturing. Heres some advice, start up a recent video…
yes and no :P If you would reproduce exactly my example u could use Illustrator or similar because I used only plain color. But u would supposed to have some bark texture on that ivy :P And that bark texture would need to follow the shape. Therefore doing it in 3d app is better because u can assign some simple tileable…