It's important to consider how your asset will typically be viewed in an actual running game. This kind of asset is a prop, not a "hero asset" and thus will not be allocated a ton of resources. It needs to be simple, low poly, not worried about silhouette except the most roughest shape.
because its apropriate. http://www.newgrounds.com/portal/view/562471 http://www.newgrounds.com/portal/view/562475 http://www.newgrounds.com/portal/view/562479
Hi, all. I'm running through Andy Zibits' Ultra-efficient tree teturing and modeling tutorial. http://www.andyzibits.com/tut_maya_low_poly.html I want to do everything except the Paint Effects section (obviously) in 3ds Max. I've created six clusters of leaves, however, I've run into a snag where it states, " Do top-view…
no.. having a hard edge in the middle of a UV shell has no negative effect on normal baking. having a soft edge at the boundary of a UV shell is likely to have a negative effect but is not guaranteed to do so. if you want a one size fits all rule (which you shouldn't because it's silly) - harden the edges of your UV shells…
I'm upgrading my portfolio and I was hoping to get some advice on which pieces I should include. Is it normal to look at old work which you were very proud of at the time, and now see nothing but flaws in it? I only want to keep 4 or 5 of these so please tell me which ones you like best. Also please look at what's already…
TO ALL THOSE PEEPS WHO HAVE NOT FINALIZED THEIR SKIN BY NOT HAVING ENTERED THEIR BANK ACCOUNT INFO! If I were you, I woulddave created a bank account and have entered those payment info (Not cos I will earn when my skin gets selected, but for the VIEWS fellow gamers.. In the Steam CSGO Workshop page, there's an official…
Unity got back to me on this as well: "The glossiness calculation needs a view vector. You can tell by the highlight changing shape based the viewing angle of the camera. This information is not there anymore after the light has been baked, as there's not a pre-defined point of view in the scene when baking the lightmap.…
miauu's Drag&Drop Pro has been updated to version 1.2. Changelog: +NEW: "Create Layer per File": When a MERGE .max file is used, the objects from each merged .max file will be placed in a new layer with the same name as the processed .max file. +NEW: "User-Defined Search Folders": You can add arbitrary folders to be…
Orb From the "previewhead.cfg" file: # # This example shows using ORB as a previewer, # i.e. to view an existing model with existing # normal map(s) and/or decal map(s) # # import model for viewing ViewModel imports/dericks_head_low.obj # Specify which normal map to use on material 0 SetViewNormalmap 0…
Hey, I'm not much of a character modeler but I have studied anatomy. Her proportions seem pretty off in the limbs. Specifically the hip to knee and knee to heel ratios. The arms also out of proportion (on the big side). From the front view her head looks tiny and the profile view her feet seem too short. Her calves are…