Ornatrix/3ds Max. Episode 6.5. About the polycount for gamedev
This is the very first lesson I started recording about HairForGamedev =) At the time, I was only working in 3ds Max and didn't know about Maya. Although even now, I still think that 3ds Max is better suited for GameDev if you do hair in Ornatrix. Why? Because there is Branching, in Maya it works very poorly and as I understand it, the developers don't see the point in wasting time on it....
In this video, I talk about hair poly account for gamedev and make a brief overview of creating them in Ornatrix for 3ds Max. Also talk about where the gamedev hair creation process starts. I show a quick method of creating haircards in Ornatrix
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More Ornatrix tutorials → http://bit.ly/2klPh7r
Video content:
00:00 - 00:34 - Intro
00:34 - 01:48 - Overview of the female dummy for the lesson. Information about refernce for a lesson.
01:48 - 05:39 - About hair mesh for the gamedev. What is the number of triangles used for hair at the moment.
05:39 - 11:16 - About the process of creating hair for gamedev. How to optimize the mesh and what the Ornatrix modifiers to use.
11:16 - 11:34 - Ending. Video preview other lessons.
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Hi, my name is Andrey Krivulya Charly and I am a 3d artist and started my career in 2009. On this channel - I share my experience and talk about the all sorts of interesting and useful features of different programs, show my workflow, making of and so on.
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Pleasant viewing!
Sincerely, Andrew krivulya aka Charly.
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