Some things I noticed: The angle is really odd. Your lighting mainly seems to rely on an HDRI environment (of an empty office/industrial space?) rather than a studio setup. And if you did set lights, then the HDRI works against that. Some of the reflections seem to have little or no Fresnel falloff when facing the camera.…
I wanted to see what this character could look like in Redshift. It's very tricky to get the skin shading right in this application. I used scanstore textures which were not the highest resolution. It worked well for a Unreal Engine project but perhaps for redshift it could be better to use xyz texturing. Especially the…
You have to make a separate UV set for lightmaps in 3D modeling software. All your UV borders should be snapped to the grid to prevent light bleeding. You have to setup your grid according to your lightmap resolution (try to start with 1/64 = 0.015625). You have to get at least 2-4 px of padding between UV shells to remove…
As I said. you want to mix a very very lowpoly model with a really high resolution unique texture. Imo you will always come to the point where you say "oh this would add too many polys to the model" or "oh this would reduce the resolution of the texture too much" as this is an extreme and unusual case you are aiming for.…
I know this is late reply, but if anybody else has the same problem: QUICK ANSWER: it's likely to be caused by the settings in: Preferences / Mem / MaxPolyPerMesh Just set that number higher and you're good to go. Little more info: That means you are trying to Dynamesh the model with very high resolution. In most cases,…
Odd, widescreen monitors in my experience haven't prevented a game from launching. Unless the monitoe doesn't support 1024x768, the typical default of games these days. Battlefield 2 requires command line switches to run at widescreen. WoW for me just worked when I changed the resolution in game.…
I'm pretty sure that 720p is a newer standard than 1080i. The latter does have a higher resolution, but the signal is interlaced (meaning only half of the horizontal lines of resolution are displayed at a time, oscillating between even and odd lines of resolution several times a second to create the appearance of 1080…
if these panels don't deform (e.g. bend) then the topology is not very important as far as animations will be concerned. it could be polygon soup and its not going to effect animations at all. you'll care about the topology for a few reasons: does it look weird when bending during animation? is it going to be easy to…