Hey guys, This is my first time posting 2D on polycount :) I did an illustration piece for my portfolio to get it a bit more up to date with my current level before I applied for a concept art internship and thought I'd assemble a process thing Because I was catering to that a little bit I went for a pirate setting and a…
Some from my puzzle pieces - Id really like some corrections if some of these are wrong - Vertice count matters in reality over triangle count - Realtime lighting and shadows multiply your vertice count effectively in engine but is unavoidable - Smoothing splits double the vertice count of course of the splits - As one…
DANAOSC No worries pleased to help, and just ask away. That is what these threads and challenges are for, to help each other out. I've been using Polydraw for a while now, it was a plugin before it got intergrated into Max. Yeah it does the same thing as topogun pretty much. I tried topogun out a few times and it was just…
Hi all, i thought a while about what i could write regarding the engine. It is designed as an in-house tool and neither planned nor built for public use. Maybe we open it up one day. I don't know. I am a strong supporter of linux and open source myself. So here are just some features and techniques to give you a rough…
I never used the term "straight UVs" in my post, but straight edges, which should be fairly clear — edges perpendicular to the U or V axis — but perhaps I should have said "Straight edge seams". If you have a perfectly square shape in 3d that isn't straight in the UV's that's just lazy unwrapping. Though you raise a good…
@GCMP Thanks GCMP. I used xvid. I was unaware that xvid wasn't as popularly supported as divx. I'll keep with the divx codec from now on so there's a better chance of it working for everyone. ___________________________________________________________________________ @Glib The main reason I use .avi is because of the…
So I have "understood" my 2 issues here: Issue 1: Normal Map unpacking My math was right, but my image file color space setting is wrong: at some point during my experiment, I have changed the texture file's color space to linear and turned "use alpha" off. Since my normal RG is stored in image's GA channel, half of my…
We don't even know what the SFM can do as of now, what polycounts it can take, what the shaders are like, what the animation keys values are in terms of linear or not, etc. So comparing it to UDK is kinda pointless. Yes it is easier to use...from what we have seen from the video's...which can be hardly put on the same…