Huge improvement, keep it up. 5 - 6k tris is fine for a character so long as they are used efficiently. Need some wireframe shots to actually crit in that department tho.
I recommend finding ways to view games in wireframe. Unoptimized environment assets is how you get bad games that run at 20fps. Your professors might mean 'the topology is okay in the context of a small showcase for this assignment'. But ultimately you are not making small showcases. You are learning how to make game…
if you need more geometry so that you can work at a higher resolution you can subdivide. if the flow of the geometry is making it difficult to sculpt the shapes that you want you can use zremesh or sculptris or dynamesh. Sculptris and dynamesh or more suitable for while you are working in zbrush and just "shaping the…
@HarlequinWerewolf Cheers, I have now finished a set of breads, and I must say I am quite content with results myself, glad not only myself more of the finished assets with wireframe:
Congrats for the front page Aaron. Btw you forgot to post a link to your model on Artstation so that people can see more images and wireframes etc. https://www.artstation.com/artwork/A90o8e
This is very interesting. Tho you used strange camera angles for your wip images, and its hard to evaluate it. Just give us classic 3/4 view, along with some wireframes :)
A couple more updates. Pretty happy with the high, moving onto the low. Anybody know why my composite material freaks out sometimes when I render my low wireframe?
If you're on max, just put a basic material on it and grab some viewport screenshots with wireframe on - might help us to get a warts-and-all look at the gun and offer some more relevant tips.
it would be very helpful if you could show us a couple of things: -the design -your current model geometry (wireframe please) & poly budget -the size of it, roughly how large it would be on screen