I suggested not cutting it out, because it creates triangles and that leads to more clean up. If you're ready for the clean up and actually need the hole you should do it. But you need to evaluate if you actually need the whole. Think about what the player/viewer will see, does it actually need to be transparent? Is it…
I know it's not what you asked for and I'm sure you can optimize it even more if you wanted but I did a little paintover for the things I saw that could be removed/fixed without losing a lot or any detail. Hope you don't mind :poly122: The dial (yellow) could be a floating mesh instead, getting rid of the red lines. Those…
This stuck with me. After some further, more detailed, reading and researching, you can totally create the van der Corput sequence that Hammersly and Halton based extended from in UDK. You'll need DX11 mode on to have it work, as that supports Shader Model 4 and therefore the bitwise operators that make the sequence fairly…
It might just be easier to bake the floating accessories separately then put them back on your character. If you want the AO from the floating objects to affect your character then you'll probably have to bake it all in one piece. (Of course, it's probably not a good idea if those objects will at a later point be swapped…
cheers eric. any ideas why the alpha isnt showing up in a straight forward render? I thought it did it by default edit: actually I think you're misunderstanding me, I have some floating alpha planes above the low poly I want to render (think floating high poly geometry, except with alpha). the low poly has no overlapping…
Thanks for the suggestions everyone, I hadn't really thought about floating geometry. For some reason I got it into my mind that each model had to be a single piece. After a bit of experimenting it appears that the engine I am targeting handles floating geometry fine so in future I will probably use this technique in…
ok, the main texture transitions are not that big of a deal. also the explosion marks and burns, for i understand that the floating geometry that Vig mentioned comes to work. the actuall problem are the roads and special environment elements. like here, where on the right side there is this this single tree/bush, some…
Artstation Link < For marmoset turntables Sketchfab Turntable RENDERS BELOW TEXT When the MAN : Biological Computer was released by Metric Group, it was seen as the next step of modern computing. The past generations worked to turn computers into man, Metric Group works to turn man into computer. Wanted to try something…
I'm hitting a bit of a problem with my Unity implementation. Specifically, Unity folks decided to use four channels in their second deferred render target: they store specular color in RGB and smoothness in A. As far as I understand, no GPUs support blending of float4s with a custom float as a factor - only one, zero, or…
Some refinements! 99% of the way there I think. Instead of 'floating' plating patterns on a solid background, I've given the impression of plates fitting together to form the weapon. I came up with a few names and numbers. '058' - reference to one of my favourite sci-fi shows in the mid 90s: 'the 58th' from Space above and…