That's not really an engine consideration, but dependent on the hardware you run on. On most platforms halving your texture simply halves the memory requirements without any other influence. However some mobile chips, most notably the powerVR GPUs in most (if not all) iOS devices, do not support non-square textures at all.…
Your pictures aren't showing but I don't know that I need them for what you're asking. The simplest answer is..."Why not both?" In production you're going to be under time constraint and you'll often choose the method that gives you the best results for the least amount of time. Sometimes creating a normal map using nDo or…
I've had a few requests to build in IK vector-control tethers and a master controller. I usually leave this up to the user as my experience has been that these items are a matter of personal preference... and debate! For flexibility I'm leaning toward a switch of options for IK vector-control constraints like…
There are a few different ways. If the placement doesn't matter you can group all of the houses and particle scatter them across the surface. You can also object paint an array of objects over the surface of a mesh. You can also use a Surface Constraint. If placement matters you can use Select and Place. Although, that…
This is my method for unwrapping curved pipes in Maya. The method is as follows: 1) Use the Unitize function to separate each face in the mesh and have them squarely fill the 0-1 UV space. 2) Select the edges where you want your seam. 3) Convert the selection to UV's. 4) Invert the selection. 5) Use the Move and Sew…
Hey guys, I decided to go back and redo this model. I found that it lacked proper proportions and overall polish. I really want to make an attractive female character and I believe I haven't yet. It's partly an issue of experience and time constraints. Either way, school graudation is approaching (2 more weeks and I am…
I had to rig a pretty buff guy not too long ago with massive forearms and because of bone constraints i couldn't use the extra elbow joint =( But when i tested it the difference in deformation was noticeable (at least to me xD)so i think it does have its place. Ive seen the double joint setup used on fingers as well, tho…
hehe and now comes me telling you that the lowpoly to highpoly is also a very valid approach. +1 to confusion :) but no it can actually work, it really depends on the style and the final product. We had productions where it was exactly like this due to budget constraints there was no time to retopo and set up bakes…
Voxel binding is new to maya 2015. It's unlikely you'll find this in older scripts such as Skin or Die. I prefer Biped for many reasons. One of which is.. When posing out a character, nothing will come close to the speed that biped provides. The seamless ability that Bipeds' bi-directional constraints help to provide…
Just wanted to post an update as to how it goes for fixing my problems. Someone on the CryDev forums suggested to me a bunch of things to help me fix things (have direction constraint set only to the y-axis, render out in 16-bit, ensure smooth positions is turned on...) So basically what ended up being the issue for the…