[ QUOTE ] Hmm, could you use a LOD system for different parts of the mesh? If the character is enormous and standing infront of you, use the highest LOD foot texture (since it's in your face) and low for the head since it's far away. If he reaches to pick you up, use the highest hand LOD etc. Is that possible? [/ QUOTE ]…
??? uhm no that is not the question. If you want to make that question a valid question you have to ask first awnser the artist (a bit like cholden asked) "Why should I help the site ?" As cholden explained the philosophy of polycount (wich is actually more of a self carrieng one if you ask me) gives the artist the…
Blaizer : maybe on your computer, not on my work rig, thank you for being so cool. I even timed it at some point, iirc I tested this with a 256*256 jpg and it could take up to more than 10 seconds. Apparently this is linked to some network and printer connection bug/feature and to the recent documents list (!!!) having,…
Awesome work man. Very nice treatment of the surfaces. I would say my main critique is that they look very dry. Even with the white sparkly lips on the chick, she looks like a painted marble bust instead of a soft real person. I think its how the color of the shadows are working. they seem a bit hard. I still don't know…
even with professional tools such as headus UVlayout you often still need to cut off some parts relax them separately and stitch the later together and relax it finally. This is especially true with complex shapes with many concave areas, as the pulling mechanics simply don't catch through the whole topology even more so…
Texel density is easiest to come up with in terms of the following ratio: pixels in your texture to 1 metre in the game world. Unreal has options to scale down textures easily, so the best thing to do is go with some big number first like 2048px / metre texel density. If you think about it, that means that your giant…
https://www.pcgamesn.com/call-of-duty-modern-warfare/engine I didn't dig deep into the details, just a cursory read. Not sure if this was the same article or not... I saw it linked on the Unity forums. But yeah, my opinion is that the art in game art is going to become more specialized stewards of complex technology, which…
@Polygoblin Thanks man! There is no real magic behind it. Just a really simple setup. @pmiller001 thank you! Yeah I will definitely bake it down and texture it in the future and will use this thread as I proceed with the progress. @WilliamVaughan Thanks man :) Thanks for your email and the entry on your page as well. I…
I think we left believability at the door right there. :) I mean, I see what you're saying - grounded in reality and all that, but really. If you're going to have flying dragons with cities on them, I think we can assume some kind of magic blah de blah something *details* keeping it together. I guess for me it'll come down…
Jonathan F - thanx dude! yeah, the wood seems messy. Ill see what i can do to fix it. SaferDan - I pressed the magic button that says " enable gaps in normal map"! lol jk I did something Sparks suggested. And that is to use a plane and use a series of plane in the inbetween of the main two planes to cover up the hole. The…