Simple scenario: * High poly mesh contains UVs with associated normal map and albedo map * Retopo to low poly mesh * How to get normal map and albedo map from high res to fit retopo (low) mesh? This is a departure from the conventional workflow - bake high poly down to low poly, then texture. However, it is happening a bit…
hi all.. I'm curious to see if anyone who uses unity has a localization system in place? I'm actually hoping to make my next project contain 0 text whatsoever, but managing input is still an issue. does anyone know what happens when someone tries to use the input manager on foreign language systems, especially with…
Hey all, This is my first post on here of an game model, I've not modelled anything properly since i finished Uni a year and half ago. I thought id start with something relatively small like a shipping Container. I thought it would be a nice idea to try and get some feedback form people on here and get back into the swing…
Tried printing and vacuum forming a couple different plastics for the container part. Been smoothing out the pipeline for making this bottle. Now wondering if this is a viable product. Any tips On vacuum forming bottles?Let me know what do you guys think. Thanks!
Very nice forms but the thick dark lines between the planks really messes up the readability of them and for a ship they should be longer. Keep the values in mind. Contrast draws the eye so it should be contained to focal points. Your reference is a splendid example of that. Study it closely.
Reference Images When gathering references I made sure to gather as many angles of the car as possible, making sure all key edges are clearly visible. I also made sure my blueprint contained as much info as possible such as high, width and wheelbase.
most likely because the polycount is calculated by face rather than triangle. but in game dev we usually calculate pure triangle count. a face or in this case a quad face containing 2 tri is calculated as 1 giving you a polycount half of its triangle count.
Wow you are right, I had a hard time even figuring out how to browse to the directory on my HD that contains the FX files... Seriously weird explorer interface. edit: anybody mind explaining the procedure to load shaders ? It's not really working out for me.
Really ZacD..you guys don't like PDFs? Done right they are clean, can contain high res art and it's all in one location. Easy to look at and everyone should have adobe reader... I have never heard complaints about my pdf...
You might want to try to use search function (top right of page) on forum before needlessly starting new thread as there is quite long one already. ;) Contains example, math, screenshots, couple versions of shader and link to download. And no I wont link it for you.