Depends. What's your target hardware? Most people always assume PC/console is the target. But if you're doing mobile, or VR/AR, baked AO is nearly always going to win over realtime/screenspace AO. The hardware just can't handle it.
As the title suggests, ZBrush's decimation master is only decimating half of my mesh. I've basically created a diff mesh from a morph target. All the data on the diff mesh remains while the original morph target is decimated. What am I doing wrong?
MARI has a feature called 'Linked Patches. Basically you can say that one patch is the source patch/udim and define target patches/udims. Whatever you do in the source/target patch will automatically show up in the other patches/udims.
for those saying 60 polys is too low, low is completely relative. Depends on where your camera is, how many trees, render distance, art style, target platform, what your Lead or in this case Professor says the target polycount is, etc.
**Woops accidently opened the thread without anything in it** Hello, I'm getting a strange error when rendering. Look at the shadows in the picture i attached. makes it look like the object is floating?? but its going right through. Using Target spot skylight and omni. Target is casting shadows and skylight too
Also, to add to what the lads have advised, if your target is mikkt synced then just bake in xnormal: single smoothing group/no cage/tangents&binormals unchecked in .fbx export (baker and target will compute this) and you should get a perfectly seamless bake.
Added the basics of a targeting system to the character, able to lock on enemies, disengage, switch enemies and have available targets fade off at a distance. I'll need to add different movement in this mode so you don't just run circles around the guy.
No need to animate, i was just looking for something quicker than hand placing. what i ended up doing what just making a mash network for each curve and make a new target mesh for each as well. it was a bit of clicking, but then for each curve i can rotate by adjusting the linked target mesh. some final cleanup on…
Sure its horrible if your targeting everybody.. but targetting everybody would just create a shitty product. that said, why is it that i post a joke and everyone rebuts it like i was being serious. *edited out my own personal hatred of consoles rant*
This is how I do my zbrushedness. I bring in the model and create a morph target then subdivide a couple times and then switch back to the morph target, keeps the bulk of the model.. here's a tut with it in there; http://www.game-artist.net/forums/vbarticles.php?do=article&articleid=53