Tweaked the damage mask today. I've equipped the tiles with three different kinds of damage masks. 1) Tile Cracks 2) Broken tiles 3) and full tile removal. Each is adjustable to what ever is required of the material. No Damage Removing Tiles Cracks Broken Tiles
In this case yes, however generally this is not a good idea. With meshes of any complexity removing geometry after baking is likely to cause smoothing errors. You can bake an object space map, remove excess edges and then use Handplane to bake out a tangent map though.
You can typically find youtube videos about how to build in certain cases, they'll often show how to remove hard to remove parts. Often times the front plastic is hard to get off and just clicks into place when you put it back on.
Update. Removed quite a bit of detail in areas where it didn't matter as much and removed the bevel off the side shields. Actually gave my comp some breathing room to put up with 4 tiles of the hi poly again. Gonna go for a bigger render.
This is looking great so far. I love the color palette. I think it's worth pushing it a bit more to get it to a really good place for your portfolio. 1. The gray-purple stucco on the walls should have some weathering near the wood beams. Without this it's looking very flat. An example from here on our wiki: 2. There is a…
Thank you for taking the time, I will remove the ogre shot in that case. Regarding the first person animations the game is a mod for Squad so the animations are more in line with realism, think Arma rather than Call of Duty. I will remove the laugh sound to ensure I'm not startling anyone.
I'd suggest removing the single image of the red stool by itself; the lighting doesn't make it look as good as it does in the (smaller) shots of it above. Perhaps also remove one of the highpoly shots of the knife and one of the side views. I'd probably bump the revolver down below the Siege stuff.
What walkonsky said. You have to press F to force save it if it isn't used in the scene. Huge annoyance but you get used to it. Also, if you want to remove an action that is in use I believe it's shift+Xicon to remove it on save.... Yeah, Blender can be a pain in the ass sometimes.
Too many pieces. The first 6 (envs), the forest scene, and maybe the vehicles are pretty awesome. I'd remove the other stuff though. They just don't compare with the other quality. If you don't do anything else, for the love of your career, remove that pistol, elephant and the 2d junk.
Thanks Lew, I found more reference without the rubber seam in the scope than with it so I removed it (it was supposed to be a flange created by the manufacturing process). I also deleted some edge loops and worked with the ones I had a little better to remove most of the pinching in the stock.