Hey Jackalope I completely agree with the rest of the guys. Personally, I would definitely reduce the density of your highpoly mesh. You might want to make these needles a bit bigger, thicker and longer, but use fewer of them. Also, you might want to apply some 3ds max materials that have different brightness values,…
Assigning multiple materials to character models (or any model) in a game is standard practice. Particularly in the case of characters. When mapping your objects, think of it as uvwmapping two different objects. Both maps should be in 0 - 1 space. In 3dStudio Max, this is achieved by assigning a multi-subobject material to…
"What are the options for me? Is it possible to make a high-res sculpt without too many tris?" If you want to sculpt in Blender without relying on very dense meshes and without subdivision your best bet is to : - Reach a workable density using any means necessary - Apply all modifiers (this gives you a raw mesh) - Turn on…
In the past I've read about someone storing directional light intensities in R,G,B of a single texture (as KRFC mentioned) and then the averaged light color in the vertices of the world meshes. You would still have to bake lighting 3 times (in the HL basis vector directions) to get the directional intensities + once more…
yes yes there is by using as few materials as possible so that the game engine will have to deal with as little batches/draw-calls as possible ! never use more than one material per object and put as much geometry in one object as you can. but still make it reusable if possible and don't include some tiny piece that is far…
Totally agree. Ego is a big problem in the creative field. It's not that bad on PC, to be honest, the really talented dudes on here are really sound and if anything help the less experienced a lot; its more of a case of people being egotistical on their behalf, say if you have a crit or something. It's not as bad as CGTalk…
@Dethling: thanks. agree. @ysalex: thanks again and agree. I need to define these materials better! Also I literally just played MMX4 with Zero just before starting this LOL! X4 and the original X are high up there for me too. @Justin: huge help, thanks! The last shot here is me trying to do what you did with the Pokeballs…
What if you have a cartoonish game with lots of solid colors? Can a tiny 1px X 1px square cover large sections of your mesh? How does that affect shadow maps and shaders? Now consider matching individual object to one another. Ideally all pixels will be the same size on the screen, you don't want an ultra sharp prop…
If baking synced average(mikkT) in SP then you can set all smoothing to be 1 group. Don't export tangents and binormals with .FBX, and upon import, let SP 'compute tangent space per fragment. This is a true averaged bake and you don't need to worry about hard/smooth edges. The mikk tangent basis will take care of that.…
Cleaned up the initial concept a bit and did some colour thumbs. I considered going with a darker scheme so that her lighter areas (skin, moon symbol, hair, bones) really stood out (as per dapperowl's suggestion), but ultimately decided that while it would definitely look really cool, it wouldn't hold true to the concept.…