Exactly what oglu said. Visual Model: Can be messy, but needs enough geo to deform correctly. Can have thickness. Sim Model: clean quaded evenly tessellated geo. No thickness. If you are using Unreal here's a good rundown. @5:42 https://youtu.be/FwDT2b-8x9c?t=342
http://itchstudios.com/psg/art_tut.htm Everyone's pretty much seen this... but it's by far had the biggest impact on the quality of my work than anything else. Tackles the basics of so many problems in a single page. More on light and color: http://www.thegnomonworkshop.com/store/product/185/…
So i decided i wanted to do a low poly demon for some rts type game. It's at 434 tris and uses 3x256 textures-diffuse, specular, and alpha. Here it is with 100% luminessence. I also did a walk render- if anyone knows where I can host a free avi, that would be great. as always C&C is welcome
@joshua no problem im actually working with your 4.2 upload and i like it a lot :) the only thing im not used to is the brushes being on the left but it's ok i really like it thanks! i have one question though, where is the polycount? lol i dont even know where to find it to have it shown
That looks very nice so far. Once you get some better textures in, you should work on the reclection on the picture. Also, did you intentionally switch 492 to 491? The DOF might be the last thing I see that's kinda throwing this image off. Edit: I think there also may be a vingette.
Hey guys, thought I would post these props on this section; crits are more then welcome. ( Clock - 556 & Radio - 431 Triangles ) Oh, I was wondering what the desired polycount would be for next-gen asset? Why do I ask, well these were seen as 'too high poly' for unity asset store:poly105:.
dunno. but in that "full video" link. someone posted the info on the cop and contact info. for your pleasure: Oklahoma State Patrol: Phone: (405) 425-2424 http://www.dps.state.ok.us/ Daniel Martin badge number 606 his captain 918-423-3636 Oklahoma State Capitol Building (Governor Brad Henry): (405) 521-2342
If I don't make mistake , VALVE was using XSI , so Your solution is there . Forget MILKSHAPE and go for free - XSI MOD TOOL 4.2 http://www.softimage.com/community/xsi_mod_tool/Default.aspxand then You can have look at http://www.noesisinteractive.com/ to get DVD how to import a character into HL2. Another one :…
Hi @ElephantFury . You could add the 1001-1010. Adding the second thing would cause a serious amount of shader recompilation time when you turn them on / off. BTW, UE 4.32 natively supports udims now, through the virtual texturing feature. Go check it out, as my one is obsolete in this case.