thanks the for the advice charlie, much appreciated! this is the wireframes. i think in order to fix that back bumper its going to be a lot of vertex moving, but should be fine. thats the first major thing to fix on my list, as it kinda ruins the look of the car without it being curved.
I see some faceting on some of your objects. Like the cushions on the couch for example. If you don't have a poly limit you could add some to those and other things. Is this going to be put into an engine? Can I get images without the wireframe on please?
Hi Here is the finish editor shot and work in progress in-game shot. Editor shot: Include texture and wireframe. In-game mockup test: As for the in-game, I decided to go for real time in-game menu. I hope it is ok to do. The shot is in 480x320 resolution. that all.
I forgot add the wireframe ... nealb4me - this one about the dirt that was a joke?? The textures are not to dirted? About the bin ... its a polisz bin Original on shape and dirt:). HumbleEgo - I can only thx for that reply, it was very helpfull, I try fix that. Here are forgotten wires :
Interesting technique, but I still think the wireframe material and Push-modified duplicate is the best way to go - it doesn't require altering your model's geometry, and I'm pretty sure it'll render faster. Also, it's easier to tweak the colour and wire width/opacity that way.
Hello i'm new here. Here is my low poly marvin , polycount 1330, without the gun. The cylinders took a lot but i was lazy to make it low poly ... It is fully rigged, skinned etc etc... here is wireframe + one render. C&C welcomed
Loving this, i love the colours and all the detail you have on it. My only crit is the door handle, looks to shiny considering this is the area a person will touch most, lil finger prints, sweat marks/grease would look pretty cool maybe. Anychance of a wireframe?
So far this seems to be one of the better in-browser model viewers I've seen. Give me normal and spec maps and I'm sold! And yeah, I didn't find the buttons for wireframe and whatnot at all, so placing them more conspicuously is a good idea also.
I learned how to do some beauty shots :) For this type of thing, Is it better to use the smoothed wireframe or the one that is subdivided? I'll delete from this post the one less suitable. And if you see something to be improved about the topology or in general, please let me know :)
I don't have Unity in front of me right now but iirc, navigate to/select the mesh file in your project directory, select the actual mesh, and in the preview window you should see a wireframe model and vert/tri count edit: (from Unity forums)