Hey guys this is my first 3ds max model as well as my first post here on polycount. im currently working on a high poly lightpost. let me know what you guys think about the wireframes as well as how i displayed my WIP. The majority of the parts are seperate with the inner faces deleted.
Did a bit of trawling on Artstation for official character art. Not seeing any wireframes for reference, but if you look closely you can get a sense of level of detail. If I had to guess, I'd say around 15 to 20k triangles for LOD0, much less for the more distant LODs. https://www.artstation.com/artwork/4XRDNq…
Your wireframes are hypnotic o_0 How is it that you get booleans to work so cleanly? I'm a bit of a novice but in my experience booleans seems to result in horrible messiness everywhere. Is there a particular way of using them, or have you just tidied up the extra vertices and stuff really well?
I do have a question regarding environments. Looking at the game I believe most of the rocks/cliffs were modelled by hand and got tiling textures right? I have only seen a few that could be sculpted like the bigger rocks on madagascar. It's a shame there are hardly any wireframes around.
Looking really good man. Can we get some wireframes as well? The texturing and modelling seems to be pretty sound, but I really think the lighting could be pushed a bit further. Everything seems to be lit in a pretty flat manner. Get some deeper shadows and hotter light sources.
I think you could use some breakdowns. Show wireframes, UV's overlayed on texture maps, etc. I want to know how you created your textures. Your stuff looks good though, I'm not sure why a mod team would be saying no to your help.
Thank you the polycount is on 129 now, i think i understood it right? I tried to find some wireframes from buildings in games like Assassin Creed, without luck! But my last problem is that the window frame is inside the house, but if i put it in it will show off wrong. Is there a solution there?
You should post some shots of the wireframe. The only crit I have is the proportions of the face.. it seems a little stretched - nose looks a little long, bring the eyes down a bit. The mouth looks fine where it is, just everything else needs to come down a smidge. Good job.:)
tnx for the comments guys, i'll make the site extend downwards to view the content instead of using the little box so you get to see bigger images at once. i'm also going to add the wireframe shots for the lowpoly ones barnstable: tnx i'm going to adjust those proportions
Thank you all for the feedback! I always wuss out with color variations, but I'll try to up the ante! Also, I've never done a rectangular UV map before, but I can see why that would be an improvement on the optimization. Next sword (coming soon) will include a wireframe too.