Thanks a lot, maybe one of these two or both of them. the amount of details for smaller prop like this make me wonder how can you guy optimize the low poly count for the game to run pretty smoothly (at least when I played the game and got really framerates)
Thanks a lot, maybe one of these two or both of them. the amount of details for smaller prop like this make me wonder how can you guy optimize the low poly count for the game to run pretty smoothly (at least when I played the game and got really framerates)
Sure I post those monday morning for you with some more info around them
Thanks a lot, maybe one of these two or both of them. the amount of details for smaller prop like this make me wonder how can you guy optimize the low poly count for the game to run pretty smoothly (at least when I played the game and got really framerates)
Sure I post those monday morning for you with some more info around them
Thanks a lot, maybe one of these two or both of them. the amount of details for smaller prop like this make me wonder how can you guy optimize the low poly count for the game to run pretty smoothly (at least when I played the game and got really framerates)
Thanks a lot, maybe one of these two or both of them. the amount of details for smaller prop like this make me wonder how can you guy optimize the low poly count for the game to run pretty smoothly (at least when I played the game and got really framerates)
There you go
thanks so much! was meant to ask, is the cloth of the robot from marvelous or just pure 3dsmax?
Thanks a lot, maybe one of these two or both of them. the amount of details for smaller prop like this make me wonder how can you guy optimize the low poly count for the game to run pretty smoothly (at least when I played the game and got really framerates)
There you go
thanks so much! was meant to ask, is the cloth of the robot from marvelous or just pure 3dsmax?
Thanks, here´s how the laserhund cloth was done in 3dsmax
Thanks. I see you keep non planar poly at high poly stage because of subd but how do you deal with it when it comes to low poly in-game models? do you keep it with tris or are there any different approach?
Hey guys, got a question, what do you do with these big screws that portrude waaaay more than regular smaller ones. Do you boolean them all in for the low poly?
Hey guys, got a question, what do you do with these big screws that portrude waaaay more than regular smaller ones. Do you boolean them all in for the low poly?
Hey guys, got a question, what do you do with these big screws that portrude waaaay more than regular smaller ones. Do you boolean them all in for the low poly?
Those are floaters.
Ah, you're right, I checked the game model at the top and it's there on the texture. I just thought it's a bit big for a floater, which would mean that the cage for the low poly would need to be pushed that far. That's what got me confused for a bit.
@DevMatt Awesome stuff Matthias! So many models and they're all amazing.
Replies
Any chance to see Low Poly wireframe?
Especially in this model?
https://cdnb.artstation.com/p/assets/images/images/008/405/641/large/matthias-develtere-lkw1940.jpg?1512556125
I'm wonder how u deal with these wires and Rounded Edges on low poly
Also How u make this welding? Do you use Zbrush for this?
Sorry for Spam underneath but I Can't Delete Threads
Hey guys, got a question, what do you do with these big screws that portrude waaaay more than regular smaller ones. Do you boolean them all in for the low poly?
Hello Matthias. I love your work!! It is amazing.
I just thought it's a bit big for a floater, which would mean that the cage for the low poly would need to be pushed that far. That's what got me confused for a bit.
@DevMatt
Awesome stuff Matthias! So many models and they're all amazing.