Have you tried deleting your 6.0/prefs folder? Backup the directory, then delete it and let maya go back to default settings. If that fixes it you can copy things like your shelves from the backup into the new prefs folder. You can also do wireframes using the vector renderer. In the render properties set it to Fill…
Show us some complete wireframes of the shield? 2k textures are definitely too high (unless you just authored at that so the client can downsize as they see fit?) and also the polycount seems much too high. From that partial wireframe it looks like you've got a lot of waste, and what's up with the UV's for it? Depending on…
You have way too much geometry for simple objects. The wireframes show you have so many wasted vetices on flat surfaces like the desks. Fine a game where you can turn wireframe on or look through threads here on polycount to get an idea of what a low-poly should look like. You shouldn't really have any geometry that…
Only thing I can suggest is in your asset breakdowns be sure to show some wireframes on some assets so employers can check the model. I've always been told they like to see things in this kind of order: 4 - 5 beauty shots of completed environment. Asset breakdowns - Final, wireframe, texture sheet At the end possibly have…
The rig itself looks pretty damn good, I'm not an expert rigger or even close so I can't comment on that in much detail but I have a few notes about the video itself: - The see-through wireframe is really messy, it's hard to tell what's going on there. I think you should either drop the wireframe shots or put the wires on…
Truly an excellent tool, and very reliable too. The demo was great, bought the Blender version it as soon as it ended. Although a little day counter would have been appreciated as the end of the trial period caught me by surprise :) Features-wise it would be really good to have the option to *not* hide the original mesh…
Hey @"Eric Chadwick" Thanks so much for the feedback! I think the ivy is so heavy geo wise that it stutters unfortunately no matter what. I need to go back and optimize all of that geo along with some others and then re-film it, I think this is the case with alot of my work actually and I never realized it until I started…
no Just preview how the mesh subdivides with a wireframe off, see that it looks fine and no artifacting, and acknowledge/learn that ngons/tri's on flat surfaces are totally fine for most cases. in your case, you'll have some overlapping topology once subdivided due to how you're generating your support loops however.
So thanks to you guys I could get rid of the creases and tried rerouting the topology to better support the edges. but I came across another kind of smoothing artifact, which I don't know how to handle. thanks again for the help. these are current status of highPoly mesh and midPoly mesh (in wireFrame) of the slide.
Pardon for the quite ambiguous design of the Alien, I know it may be leaps of what some may presume to be Alien. Here are some shots of the wireframe: I definitely know that the wires could've been distributed better, feel free to point out exactly what would've been better distributed. Thanks for the critiques.