Hi Akshat, Akshay here I genuinely think its looking good but yes you need to refine the use of generator in Substance basically the curvature and Dirt-Generators that you have used. Im terrible with words but let me show you an image and a few techniques I use to polish things. Hope that helps. Dont get stressed just…
modo, max, ps model time = 8hrs = 1494 tris texture time = 8 hrs = 16 64x64 disfuse maps and 1 64x64 alpha map lighting = 1 hr = 1 vertex color map This was for a handheld worldbuilder art test I just finished. The requirements were 1500 polys(tris), 16 64x64 diffuse textures and to be vertex lit. Critque is welcome!…
It's not nearly as bad as 1/3rd. Check sold listings on eBay, in the last couple days 2080tis are selling for $650-1000, with the average in the $750 range or so. So about 62% of $1200 retail. Now if you wait for 3XXX's etc to be readily available, yeah maybe closer to 1/2. But it will be a while before they're selling…
Multiple tiles as in outside of 0-1 UV space. For a baking unique asset workflow you stick to 0-1 UV space, but for a tiling workflow you can move your islands anywhere. 0-1 tiles infinitely in UV space. You can scale them up as much as you like to gain texel res. Or you can scale the texture in the engine.
I'm curious as to why you are trying to work from a Quake 1 model. The geometry in Quake 1 was ridiculously basic and blocky. I don't see any reason to use that as some kind of reference. Why not just build a new model, rig it, and then use the Quake 1 model as a reference for the animations? All this silliness with…
i'd love a system like that, also maybe people could motivate their points so that would give some constructive feedback along with it. + only people serious about voting would vote or a simpeler version would be just top 3 votes in 1 topic 3 = 1 point 2 = 2 points 1 = 3 points and then add them up in the end
+1 Also, it's usually best to keep your connections to a minimum. I know signal loss isn't much of an issue with digital connections anymore, but 1 more cable/component = 1 more thing that can break. Edit: What card is it? I have an 8500GTS and if you have something better, I'll trade ya AND give you the cable you need. HA
- I like to keep meshes 1 million or less just because much larger slows down iteration and import times. -Try to use mostly continuous meshes and avoiding really large polygons is ideal. If you have a pile of small rocks for example, your better off booleaning it together or shrink wrapping a grid on top of it. Culling is…
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-DONE- I will upload it to the workshop on monday. Based on 1980's cartoons with a Focus on Transformers. I just started making the skin so it very much is a WIP (started 1 hour ago or so), i will add black lines in the future to make it a bit more cell-shaded and more panels etc etc. -DONE- Reference: WIP version WIP…