@Oniram - Loving your DX11 stuff here, just a few questions.. In UDK is this Flat Tessellation or PNTriangle Tessellation that your using? If it's flat tessellation then how are you not getting the horrible seams bug? Keep up the awesome work.
You really need to cut it up into flat quads (or triangles) to guide the surface into a shape you want. A giant n-gon won't be able to read your mind when it comes to creating a contiguous non-flat surface.
It's a good start but personally I really dont like the color of the roof and it also feels waaaaayyy to flat. It would help a lot of you actually model some half cylinders on the edge of the roof to "break" the flat roof lines.
That grenade is a huge improvement! can we see wires and flats please? :) As for the creature, his back is reading a little flat, pull it out so its rounder. what concept are you using for this? keep up the good work.
Hi guys, quick question; How do we enable a flat shaded on CE3? it's for a debugging purpose, for example like looking at the overall color balance on the scene? I cant find an option to enable this but karatekodden manage to get a screenshot of it on his Hacker Nest Env. Really glad if anyone can help me on this~
I apologize if I misunderstood your question, but can't you create the edges through a Blender-like solidify modifier? My MD to Blender retopo method uses three meshes (Posed high poly, flat high poly and flat retopo) and goes like this: - Create clothing and do a quick retopo in MD just to get the silhouette and edge flow…
Heard. And I felt like I roughly understood your original post but the main three steps really confused me (I read it a couple of times and looked up some of the information on google but couldn’t get clarification). - Export thin version of posed high poly clothing and its flat version after resetting it to 2D. Also…