Hi, small update today. Looking to get feedback on a quick audit of work so far in terms of optimisation & design decisions i've made. I have got the low poly ready for the front undercarriage section, and baked/mapped it out. Looks no different to the previous screenshots as yet, so I don't see much point in posting. That…
Hello again, thanks for all your input :) Yes, the intention was for the tree to have grown around the capsule after it had settled, rather than hitting the bulls-eye perfectly. I realise in hindsight that making one side of the tree thicker/denser as its source root would better communicate this, a la this image: I did…
Some animators use it for skin weighting, and I open it up like once a month if there's something I cannot do as easily in Maya. It is barely used though, and slowly being removed from the pipeline. The triangulation problem really only applies to UE4 visualization. Well, these characters certainly show the infamous…
A lot of it has to do with personal tastes, when looking at concepts try and figure out what you enjoy about it. Is it the shape? The way it is rendered? The colour?. It gets pretty abstract for me at times. Like I'd enjoy how a person would render worn armor with a couple strokes (and then realise I just enjoy simplistic…
Based on my experience, it seems like you'll notice a performance hit faster with the larger resolutions and fewer actors before you would with a ton of actors at 128 pixel resolution. But that's texture memory and not directly related to just the probes, I've just never had any other issues with them. DX11 has a limit of…
I don't play TF2... actually I don't have a truly favorite game I play all the time. I was heavily into StarCraft for a short time (before realizing that not only do I suck, but I will always suck when playing online unless I play the game 24/7 like they do). I do love Portal, but that game doesn't have much replay value.…
The road wheels really seem to be eating up an excessive number of polygons. I'd leave the top of the cylinders as solid, with the normal map supplying the more complex geometry. Depending on the final scene, you can probably limit them to cylinders with 8 or at most 12 sides, rather than the 20 you are currently using.…
After
designing the whole station, I went back to detailing the hangar. The deadline
for my school’s assignment is tomorrow, so I try to focus on the most important
parts. This is why only the main area of the hangar is detailed. I have even designed
the doors in order for them to work properly, however there is still…
Okay...here we go: leleuxart, I tweaked the settings per your suggestions. I don't see a particular boost to resolution (maybe 512x512 just isn't gonna get any better) when setting my LOD group to "UI" in my three texture maps but I left it at UI anyway just because. :) On the other hand, changing the filter setting to…
I'd recommend xnormal for what its worth. At my last job the workflow was something like: a) Block out model in 3dsmax b) Export to zbrush and create a high poly sculpt c) Export the high poly object for normal mapping d) You'll probably need a better low poly mesh at this point than the block out. I'd normally decimate a…