Hey guys, I have created a big list of items that I want to model in order to give myself some practice before I go into 3d sculpting and poly painting, and I was wondering if I could have assistance with a few things. Propane tank (low-poly): Questions: 1. For an average game engine such as the Source, Unreal, or…
Organised studios will do a memory plan for levels and assets. So there will be vertex count limits worked out in advance for various kinds of props. This is why it's more helpful to make a complete scene rather than a single prop. You can get a feel for how to organize workflow for memory and performance in advance.
As far as your question concerning whether to use geometry or an alpha map for the top portion of your tank, it's really a matter of your own preference, since this is just a portfolio piece. But if you're practicing as if you were on the job doing the real thing, take into consideration all the other variables that may be…
Thanks for the fast response, I appreciate it! I forgot to mention that I use Xnormal for my baking workflow as I find it better than the built in 3ds max baker. Would this material id's thing still work? Also, regarding question 1, I took the time to look through some Half Life 2 models with the hl model viewer in Source…
Vert counts are super variable depending on lots of things, including what else is appearing on screen, how close you get to the prop, how important it is, the platform you're going to be running on, maybe some other things I've forgotten. :P Similarly with texture size: if something is in the distance, you can (and…
1. for props its really about how much you can fake the eye using optimal tri count and normal map. So it may also vary on the importance of the prop. and maybe what viewable angles of the props. Instead of exploding try assigning material ids in 3ds max. Ex: high poly piece 1 wth mat id 1, lowpoly piece 1 with mat id…