Greetings folks! While this isn't my first post here (been lurking for years) this is my first model post. I've recently been undergoing a damn-the-torpedos endeavour on learning Maya and 3D modelling in general and this I'm hoping to get some comments and critiques of this so that I can put the knowledge to use on further projects.
What this is is an attempt to build a model that would fit the pre-existing skeletal rigs for Unreal Tournament 2004. While I have experience with 2D animation my focus for the past couple months has been low poly modelling and rigging and I figure once I have some original portfolio models to show then I'll start doing animation work. Basicly this is just an exercise to see how the model holds up in UT2004.
The face count is 1786.
Constructive criticism is MOST appreciated. Thank you!
Replies
i think 1786 faces is a more reasonable number than 3500 since the game counts tris not quads, and im pretty sure youre counting quads (if its like 3ds) so the polycount will be much higher in game.
im looking forward to seeiing this textured
Speaking of texture maps, I need some help figuring out how to get a texture map put together. I have the UVMaps laid out for this in Maya but haven't yet found out how to make a map from it. What I do know is how to export the mesh and UV layout as a .psk file which I can then work with in UPaint and from there export a texture map which I can open in Photoshop, but I'm looking to avoid so many hurdles to jump through. What I'd really like is for a texture map to be generated that shows off the polygonal arrangement on the texture file which I can then paint on top of as an image reference.
Many thanks for any help that can be provided!
if this is wot you mean its in the uv editor , click polygons , and uv snapshot ... save it as a tiff...
Looks good.
Are you saying that 1500 poly count would be a good target to shoot for *after* triangulation?