Japhir, propotions/forms look cool. No, you definitely don't want triangles in the face. See how the mesh distorts where you subd there? Every brush stroke you make will want to follow those polygons, it's gonna drive you crazy. Ditch the nose -- those are very easy to sculpt in, and polymodeling them makes you have to…
Ok I have gotten better results by jacking up the lightmap resolution. The polygons are no longer rending black. But there is still something wrong with the Shader or Vertex normals. I'll attach pics of both. It looks like the Shader is getting confused as to which polygons are facing the light and which polygons are not,…
Hello, This is my first model pretty much, and I've now moved onto texturing and mapping. I first tried the Unwrap UVW and simply tried to put all polygons into the square without overlapping each other, and then paint the texture onto the polygons as that's the approach I had seen in tutorials. However, since my ship is…
Now i remeber that the drawback of speedtree at least few (several?) years back was that it was NOT the most friendly software to make really high polygon tree (no quad low poly planes with alpha masks for leaves, but real shaped model of leaves). Like really high polygon tree hero models for render videos of movies... I…
The number of polygons really depends on the piece's size & importance. If it's an unimportant piece of background clutter, then 1500 might be high; if the camera is going to zoom in on it for some reason, then you might need 10 times that many polygons. Determine how large it is going to be in the scene and set up the…
[ QUOTE ] If say I want to do a character with 1000 triangles or 1000 polys what is the difference and how could I know that [/ QUOTE ] Since the examples above are all polygons but contain different amounts of triangles you can have a model that is 1000 polys but easily much more if you count the triangles. 1000 triangles…
MODO does have smoothing groups, but they're a bit shonky (they don't blend together particularly well) and there is no Max-like UI for it. You can assign them to your polygon selection via "Geometry > Polygon > Set Smoothing Group..." or you can assign that command (poly.setSmooth) to a button and call it from there. You…
I wanted to try creating a stylized characters with polygonal hair this time instead of hair cards Here's my sculpt so far I'm working on the retopology at the moment and maybe I'm doing something wrong, but I thought working with polygonal hair would be so much easier. Right now I'm struggling with doing the retopology…
I usually do it while retoping in Blender with having "live unwrap" option on. You make a polygonal stripe by extruding an edge step by step and Blednder recreate same stripe in UV space so you can make this ploygon stripes follow knitting direction in 3d and make it straight in UV side. Then another parallel stripe after…
I'm using blender too <3 Thanks for the help. You work is very good. You will use her in a game or animation? Edit: I read again the first post now. You want turn her game-ready. These bezier curves dont make the model so much "heavy" for a game engine? (making so much poligons) I need to study so much for understand the…