For example, if I have the main asset as LOD 1 already baked and I need to make that LOD 1 become LOD 2 and the new LOD 1 is nothing more than the old LOD 1 with increasing polycount. Just remembering that the normal map was baked in the original LOD 1 and it is not possible to bake in the new LOD 1. Only that when…
I will absolutely look into doing clear-coat when I try to optimize this down. Thanks for the replies! I am back with an update. I spent most of yesterday refactoring my previous result, with a refocus on pushing PBR and trusting it over curating a certain look. I also dug an old reflector out of the garage and studied it,…
The upper part of the scar looks pretty good so far. I think it kind of falls apart where it gets wider and the edges get lighter and less well-defined. I guess it also depends a lot on what the purpose of the scar is, in story-telling terms. What is it meant to convey about the character's backstory? Are they a duelist…
Found this again today, featuring some of the old crowd, and a bit of what Polycount used to look like, back in 2002 when we were all trying to figure out how to make normal maps https://ericchadwick.com/examples/files/polycount_2002_messageboard.html
I've been getting back into texture work and am always interested in reading ANYTHING about HALO art. Even this old stuff! :) I noticed one of the screenshots, https://s3-us-west-2.amazonaws.com/polycount/halo4/m80a.jpg REALLY reminded me of DOOM 3 and I checked and sure enough Kenneth Scott was a senior art director on…
haven't done anything in photoshop for ages, so i was dicking about on an empty evening and came up with this old bloke. It's not of anyone, it's not for anything ... just bored. For what its worth. Blah
Legends speak of a man who was recently part of a studio closure. He returned to a 4 year old WIP thread in the ancient temple where the the greatest of the 3D wizards honed their craft for years. He hoped once more to draw upon its magical essence and wield it to complete long unfinished tasks. Link to the old…
Subdivision sketch: non-locking accessory carabiner. Just a simple modeling exercise. None of the internal spring components need to be modeled. Consistent loop distribution to maintain surface quality. Basic boolean block out. All the geometry is generated by simple mesh shapes and non-destructive modifiers. Most of the…
Assuming you're not given onscreen tri-counts to hit then you should aim to LOD when triangles get smaller than a pixel - it's at this point that things become extremely inefficient. Because I'm old and I've worked mostly on very detailed console FPS games I become uncomfortable when people chuck just stuff through…