WOW thanks guys.....I didn't realize how much polygons were wasted. I will re-work the model. @ZacD; I will assign different SG to the bevel and see the effect. Will update tonight.
It really depends on the amount of polygons you're willing/allowed to use for the lowpoly. But I think the parts what will give the most issues are the grated wiring, and that you might have too many tubes everywhere.
You mean selecting Elements? In Editable Poly just click on "element" (right next to verts/edges/faces) component type and then select any polygon to also select all other connected polys.
Too many polygons in the middle of the magazine. All those details could go perfectly in the bakes. Besides, as others have suggested. those textures need some more work. Especially the roughness map.
It's a nice model. As unique crit, you could have used pentagons and surely, you could have saved too much work and useless polygons. Love the way you show the model :D
It depends on what program you use. For example in Maya you can (in the Polygon Menu) go to Normals->Soften Edge while having the edge selected. In 3dsMax, you can use smoothing groups
thx for feedback guys. yes, dealing with clipping, polygonal/texture limits during work on naga were quite painful experience. working on textures for necro atm and here some highpoly and lod0 with normals:
You can resize the app to show your toolbar. As for Zmodeller. Haven't had any reason to use it yet. As was said, for concept artists that don't use polygon modelling software it might be handy though.
I am not a fan of NURBS at all but the book suggests to model it using NURBS for practice. I think I could do a decent polygon model of the couch and use SubD's to create the roundness of the couch.
Hi guys, this is my low poly mesh! Does anyone know how much polygons the ingame characters have? I tried to make it lowest possible! Critics are welcome! Hope you like it!