All boils down to performance vs. workflow compromise. Draw calls are more expensive then polies to my understanding because with each additional draw call the model has to be rendered one more time internaly before it's output on the screen. Say you have a prop with 6k polies and two draw calls, effectively the engine has…
Surfa I lol'ed at that, first image that came to mind was Dr Evil, thing is I really want it to grow back but, well genetics and all that. Might have to get a cow to lick my head in order to be less 'evil'. SHEPEIRO no probs. yeh it was tight. building section = 86 tris chair = 128 tris torch = 33 tris 247 total tris for…
It's been awhile since I had some spare time to work on this so I thought I would throw up a small update. I was working on some modular pieces for a temple/castle ruins kind of scene for the android game. I'm probably going to keep as much as possible on one texture sheet that will be like 1024 on release. Any tips or…
Use lots and lots of reference. Have a look at the ideal proportions https://www.anatomy4sculptors.com/anatomy/xlarge-Head-neck-Proportions-106.jpg (https://www.anatomy4sculptors.com is a helpful site) The face front on doesn't look too bad although, the neck seems slightly thin and the side is quite squished. Cannot…
Start out with 64 sided cylinder modify into desired shape add supporting loops remove loops around the sides, this causes a small bit of pinching but should be fine when you bake. Alternatively, add an extra set of edge loops, and then carry those control edges down the side a little further, you'll still get some…
For the high poly and baking? Whatever works best for you, performance shouldn't matter. Personally I like floaters, they're easy to edit and you don't have to add and manage a bunch of extra edges. If its for the final mesh, there are some advantages and draw backs to clipping one mesh into another, but it starts to…
if you want to use it in an atlas you have to add some padding around the uv islands. reason is your border will get washed out as the texture gets scaled down in each mip level. 8 px in 1024 get shrinked down to 4px in 512, to 2 px in 256 1 px in 128 etc. so what you see is the downscaled blended pixels around your…
@PogoP Cheers man. I will take a look at the sandals and re arange some verts. I think I know where you are coming from. Looking forward to texturing. Used to doing 128 maps for handheld so I am looking forward to seeing the results from a 256 map. Thanks for the feedback dude. Here's Gordon so far. Bit messy around the…
if my basic calculations are right, subscription fees seem very reasonable to me. its like $11 per month (1 year sub with 500 credits of commercial use) which gets you the following every month. seems very fair for the money. 500 Small Sized Images 250 Medium Sized Images 125 Large Sized Images 63 XLarge ImagesUp to 22…
[ QUOTE ] Hawken, is that one of the Intel based Macs with a windows partition? I cant see any issue since your running at hardware level versus through an emulation layer. ? [/ QUOTE ] Well it would be hard to find a mac without intel these days I used to have bootcamp running but I got rid of it. Now I run windows ontop…