How is "flat" geometry -cloths, flags, banners etc typically exported to a game engine? Is it typical to try using a double sided shader, or just double up the geometry for both sides? also, since baking normals seems to require a 3D lo-poly object, how do you bake to a flat surface? I ask because working this prop I've…
Slope VS No Slope. It will help if you bevel the edge of the high poly also. What you see in Maya isn't what you'll see in the engine viewport or in the final game viewport, so you probably want to do some testing to determin the depth. What I've done in the past with similar things, is to model out one side, unwrap it and…
Just to clarify, you're speaking of the hi poly model, correct? Also, I notice in Maya that with two faces back to back like that, I see the surfaces interfere with each other in Maya's view port. I assume there is some minimal distance separating each side...how far apart should they be?
It depends on your target tri count, the type of prop and the size in the scene, whether or not you model sides or keep it flat. Baking that strap to flat geometry should work just fine. If you want to 'pop' the effect, make sure that the strap has a steeper grade along the sides, say a 60 degree bend rather than 90.…
It's called "Shell"-modifer I think :) I usually create clothing and armor using it. Just extruding "poly-edges" over the whole character and then use the shell modifier. EDIT: I really should've read your post more carefully. Oh well. :poly136:
Careful though... Turning on backface culling takes more processing power to render the viewport which can be pretty costly when working with dense meshes. It costs more because it has to figure out what is forward facing and what is back then remove the back faces. On simple scenes you might not notice a hit but on higher…
It's dependant on the precision in the depth buffer. If you want less Z-fighting then lower the far clip plane or increase the near clip plane. If you model with your clip planes set as close to the engine you're exporting to as possible then that will be a good indicator of whether you have stuff too close or not. Also,…