separate but organized in folders and shit, doing one big file is going to only be one big fucking mess. Also importing one big file and making sure everything works is a big bitch too. do it separate, make sure each thing works and shit. fucking shit. Also your friend is retarded.
i just want to ask you how quickly can you get your game assets done. i'm making assets for my game and right now i'm working on a block of flats. i finished modeling most of it but it took me three days of working on it for for like 4h a day. and i only got most of the segments modeled and prepared for sulpting and texturing. if my modeling won't get any faster i will finish this single level in december 2016. i don't think this is normal. cleaning uv layouts also takes me a lot of time. can you give me some insight on how to speed things up and be more efficient?
>>518771 i've been modeling as a hobby for years, i used to created some models for SAMP and some other games. but this is the first time when i actually attempt to create an entire level without using someone else's assets
- branched pathtracing - full GI - 10 000 AA samples - 250 000 diffuse samples - ...
and fuck knows what resolution you're rendering at.
Not even pixar renders at a tenth of those quality settings, I bet
There are also a tonne of tutorials on youtube etc how to speed up rendering with various tricks (clamping, light portals, ...) and you can render on GPU (or GPU + CPU simultaneously) which is 2x-10x faster.
8 octaves? That's 96 keys. That's more keys than a piano has. Most synthesizers are only 5 octaves.
What are the functions you're modelling? Where are your pitch bend and modulation wheels? Think about what it is the synthesizer is going to do. How it's going to be programmed. How the user is going to interface with the synthesizer and then model it from there. Have your waveform controls, your envelope controls, effect controls. This just looks like you've made sections of random patch points and knobs with no real thought put into what those knobs and patch points are for.
Those cloverleaf knobs are not going to feel good on the figures and when you're playing a synth you're usually modulating and twiddling with your left hand, you're going to want knobs that feel responsive and comfortable and don't fight with you.
Put more thought into the engine of your synthesizer and then build your model from it. Form follows function.
Pick 3 slightly harder objects to model, and a time frame. Like 2 days. Finish them within the limit. After that, just keep picking more complex objects and harsh time limits until you can create an entire scene within 8 hours (minus render).
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