everytime i go back and build anything i think to myself "i dont like how i did this, , and next time i approach it differently" ... i dunno if that means anything ... i redid the UVs because ... well ... yeah ... many of the components are duplicated so i figured i could over lap some of the UV's. better economy with the…
I'm not sure I'm understanding the problem you have. Textures/maps are just images cut to fit the model's unwrapped polygons (UV map). The rendering engine then takes those images and wraps them around the model as per the UV mapping, pixel by pixel. Which textures/maps are associated to which model is stored inside your…
This is looking pretty good. The art style reminds me of the original Perfect Dark for the N64 :) Constructive criticism: The scene is looking a bit bare at the moment and the real-world purpose of the area is unclear. Is this a civilian space, or Military? You could try applying some variation to the space using decals or…
This looks like a problem with your normals. First thing you want to do is make sure you properly merged the vertices on your mesh. In Maya you can snap selections to the grid by holding the X key as you move the selection. This is really important for accuracy. You can adjust your grid if you need more or less precision.…
Nowadays current hardware eats polygons for breakfast, so I'd say you could bevel those edges instead to have easier time with baking normal maps (and other maps too). I took a look at your low poly and its polygon count is 184 triangles, so nothing to worry about. Like I tested here by beveling some key edges, the…
TrimDynamic, Polish and variants, and Pinch brushes are the core of sharp edges and hard surfaces for me. I especially like Selwy's Pinch Brush (get that here). Generally, you need to be sure you're not going to a high number of polygons too quickly. Even if you're starting to see polygons, you may not need to go to a…
Hi Ginsplosion. As far as I saw there are some topology issues. adding chamfers in those places will stop the 'fight for normal' between neighboring faces. Each pointed edge has only two vertices. Every vertex on them has only one normal direction and at the same time four faces which share this normal. This scenario will…
Thanks to everyone who made a post so far! Wish I could of posted earlier but I had a circuit board issue with my computer literally a day after I made the last up date and wasn't fully back up and running since earlier this week. Here is the latest WIP (feet are completely blocked in, except I have a nasty 5 polygon on…
Try to smooth the edges of right angles and add polygons/accents to those. Good examples are close-ups in architectural renderings (raytraced, non-realtime) where if you notice, most of the hard angles are smooth. Why? They add geometry more to those areas than to flat walls. For an interactive real time example, there is…
I came across your error today whilst working on my warlock golem! Both errors even, first the descriptionless error, and then the no polygon data one. Managed to solve it thankfully. Take a look at Spud's post in this thread: http://www.polycount.com/forum/showthread.php?t=120749 Which lists possible ways to prevent the…