how can they be your client, if these things aren't sorted out already? i assume you can do this kind of work. so now you will have to figure out how long it will take. if you can't do it for the whole thing, break it down into individual steps or even pieces if needed. how long will the blockout take? how long will it…
Ok, I guess I exported the high poly with normals and smoothing groups on before. Just exported it without either of those and the results came out much better. Next question is this is a 4k normal map and the mesh is 12.5k polys. Would this be acceptable in a modern day PS4 game, for example?
Hi! Did you bake a unique normal map from a high poly to a lowpoly, then changed the lowpolys shading? If so, I would expect the final shading (mesh shading + normal map) to no longer look correct. The normal map stores the difference in shading of the meshes it was baked with. So if you change the lowpoly shading, you…
Hello, all! I am a newer 3D artist leaning towards creature & environment building I have to interview a fellow 3D artist, doesn't have to be the same focus, just someone I can gather interesting answers from Anyone who can, thank you so much <3
I remember FF13 pretty much hitting what their tech demo was. Killzone is another story, but KZ3 still came out looking phenomenal. Can't wait to see the real 'game'. I already love the character/environment ideas and the music.
Hey all, the thread name pretty much outlines my agenda so... Next step is Mudbox for tweaks to the physique and anatomical detailing. The hair is just a placeholder for now. Crits welcome, thanks for viewing!
Hey Polycount I am working on a modding project which uses a pretty ancient version of UE, meaning it lacks most modern open world oriented optimization bells and whistles. (And its DX9, yay!) Currently, I use various modular pieces to construct the urban environment for each level, with up to 2 LODs per mesh. To reduce…
Hi, guys! I've been working in this game character and a texturing issue has come up. Since I'm not very experienced with this, I decided to ask you: how much detail loss is expected when comparing the high res model to the low res model with maps applied? High Low (with SSS fast skin shader)