Are your leafcards camera-facing? do you know if it's possible to have one model that has multiple billboard cards camera-face? rather than having to import separate objects into UE therefor having more drawcalls? currently my entire geometry camera faces at one central axis rather than the individual polygons axis'
Edit: I still don't know how to do it. How is that actually with the polycount of the modern mobile game avatars? I mean if you have about ten human moving in one scene on Android/IOS or web-based games? How many polygons would each humanoid avatar have? If there are other meshes like bikes, etc., too?
Horse - Polygonal Style Animal www.zagreusent.com Game & Animation Studio Follow us: https://www.facebook.com/ZagreusEntertainment https://twitter.com/ZagreusEnt [ AAA - indie price - zagreus zagreusent ze studio character concept high / low poly character & creature game prop weapon game rig and loop gaming animation…
First of all, it looks pretty great. I definetely wouldn't put more polygons there. I noticed the shading issue, It looks like you set the whole model to hard edge shading. You can use smooth shading at places like the dome or the lens itself, so they look more rounded without adding extra polys.
Thats friggin' mindblowing, i would've NEVER guessed that they had used vertex colors :O. Now-a-days with the lesser impact of polygons on engine performance i bet we could do all kinds of crazy stuff (just too bad that the development of vertex painting tools has been stuck in the same place since forever xD)
and some wireframe and texture captures ... A few details on the specs of the character: -high poly ( zbrush ) was around 25-30 mil polygons -low poly around 25k tris -textures 2048 head and 4096 body .. diffuse/ normal/displacement(height)/specular and transmission for head That should be all for now ... i hope you'll…
You can achieve the lightning in particles using the trail feature of the unreal particles, I only used it years ago now so there might be better nowadays tho. If you want the lightning bolt to be different in all directions and static in every shot you could simply go for a uniquely or tiling textured strip of polygons…
You not must need different topology, but then you need dynamic tessellation, and displacement. This approach can work very well. You could vertex paint it too if you want, and use vertex offset (world position offset). This would result less polygons. There are a lot of ways for doing what you want, maybe you could even…
Little update. Did chainmail pattern, fixed and added some minor things. Would love to hear any suggestions. One thing I am not sure about is: can I make the cloak 2-sided or do I have to double polygons (with shell for example) to create little thickness? What is the standard way of making things like it?
An employee recently at Allegorithmic gave me this response in a question pertaining to graphics cards for high polygon models in substance painter. "Nowadays a GTX 1070 or GTX 1080 would make you really comfortable to work with Substance Painter. If you have to go lower, try a 980 or 980 Ti, but avoid the 970 (it design…