It certainly won't work with geometry that wasn't previously perfectly quaded. Even then it tries to remove the longest edge which is usually the diagonal line that was added by triangulation, but that isn't always the case so it usually screws up more than it gets it right. I wish there was a way to plot guide lines or…
usually character artists in my experience but the real answer in most cases these days is: outsourcing. stand alone assets like statues that don't have an impact on gameplay are almost all outsourced these days at medium-large studios. most statues I have seen built in house it is usually the result of the character team…
Hi, welcome to Polycount. I am an idiot. But, I will be your friend. My workflow is similar to yours. I use Max and sometimes Maya and will use Mudbox and ZBrush for sculpt work. I don't usually render my work because I think it makes game-work look dumb. I show it in-game or with viewport screenshots. I usually use a dark…
i agree wholeheartedly with pixel-masher. Companies like to stress that they're giving you more money to work on contract too, but they usually just pay you the exact same. They also tend to expect contract workers to work the same amount of over-time as full-time employees, even though none of the perks (bonuses,…
This is indeed very bad for performance. Usually you should not use multiple materials for each model. But it depends on how the game engine is set up. If it handles instancing really well, then you can make the buildings out of multiple separate objects. But if this kind of approach slows down the framerate, which it…
The fundamental rule of art production is "if it looks right, it is right." The corollary to that is "if it looks good enough, it's good enough." Technically perfect art is really satisfying and usually looks awesome, but unless there's a demonstrable gain from changing gears to do it that way versus what is already…
Hmm, I can't give you a definitive answer on the triangulation question, but I usually have an Edit Mesh modifier sitting on top of my objects, and I also usually have "Triangulate" checked on when exporting to an FBX. The files were the exact same FBX models that I tried using with your transmogrifier, so hmm. Could send…
could be a wrong PPI/DPI setting of word, maybe it treats pictures at a very low dpi setting causing the images to always scale to big by default. Professional print design apps usually treat images at a ratio of 300 dpi/ppi , could be that word treats them at 75 dpi which is usually screen ratio. I am not sure if…
[ QUOTE ] My dad has a habit of talking at key scenes, then having to ask what the character just said (usually something important) , because he was talking over the movie... :P [/ QUOTE ] You just described my friends behaviour, and my personal movie-going pet peeve. Not a good combination, that. I usually just end up…
yeah.. but theres no reason for it to be manufactured as a separate part (more parts = more fasteners = more money which you usually don't spend on manufacturing unless the component has some purpouse, and there's nothing aesthetically pleasing about it) Hence beavertails are usually just part of the frame. But yeah, its a…