Let's say I have a number of simple tables, chairs and shelves for a bar scene. I have already layed out UVS for them into a single atlas to reduce draw calls. But I want to optimize the scene even further so I was wondering - if I place furniture in my 3d package and then import it as single mesh will it be one drawcall?…
I'm fairly new to the Maya scene, so bear with me. I'm encountering this issue whenever I try to use the Quad Draw tool to clean up my geometry (I'm not even sure that is the right tool to use in this case). It seems like whenever I try to fix them, I start to get fly-away edges/vertices and no matter where I look inside…
This might be a dumb question. Seems like something that'll have a really obvious answer, but it's kinda doing my head in. I've got an object with a random rotation value. I'd like to rotate it to a specific angle. Is there a tool or convenient trick to for instance snap it's rotation to a couple of vertices or an edge or…
I have something I'm having a bit of trouble with: I'm working on a blade. I need a crisp edge on the face of the blade, but the loops terminate on the loop for the circular cutout. So when I turbosmooth I end up with an oddly shaped cutout for that circle. Moving the vertices where the loops terminate slightly alleviates…
I initially made my landscape this size: 127 x 127 overall size (vertices) 63 quads per section 4 sections per component 63 x 63 component size (quads) 4 (2x2 components) total components which is pretty much one of the smallest sizes cuz I thought my environment wouldn't need to be too big. But now I'd definitely like to…
Hi everyone, i've been searching about this for a while but came with no good results but a japanese pc game with the similar graphics of a ps1 game, but i dont know how he did it. I'm not talking about the lowpoly models or the low res textures or screen resolution. I'm talking about the shaky polygons/vertices and weird…
^ Some great tips there "just wondering when you do subd do you try and make the polys mainly square so you don't get too many flow lines which are kind of superfluous ? like here I have a lot of rectangles flowing from front to back, should i try and square them all up, so there is consistency in the mesh ?" Well, only…
@simonBreumier very cool and nice to see the breakdown 🤓 @PuuroMan Cool scene 👍️ Imo the texture tiling is a bit apparent in some areas. @atunnard I would note that the shading on some elements (vertical part of pillars, ceiling arches) looks too round/smooth. Maybe use hard edges or face weight vertex normals to achieve…
Less of a critique and more of a commentary but adding to what Eric has already said: If visual accuracy is important for realism then replicating the appropriate grain orientation of each component is important because (in the real world) it effects the dimensional behavior and strength of solid lumber. In contrast to…
Dynamesh vs Modelling: It really depends on yourself and where you feel more comfortable. From my experience Dynamesh is far more tempting for beginners because they get the feeling they can skip the 'boring' modelling and postpone it till the end, while enjoying sculpting. Problem is - if you are not completely…