This looks friggin amazing ! Especially the chipped welding edges are textured so good that you can't see the polygons at all. I'm wondering how you made these rusty dents and natural looking welding marks. They look like zbrush sculpts but they are merged with the rust texture so well that I'm wondering if you used a…
So you have a LOT of polygons going on in here, and I think you're going to be fighting those as you move forward with the detailing. I know you said your assignment is 20k polys, but as it stands, you have a lot of polys that aren't doing anything. They're not adding to the model or enhancing the silhouette much at all.
Polygon occasionally has featured articles on African game development that provide some context to a part of the world I don't know much about: "The game industry of South Africa" "Big Game: The birth of the Kenyan game industry" "How Nigerian companies are celebrating Africa" "How Western games are being 'culturized' for…
Hi there ! Here's a new project I'm on, a low poly version of Arcane Zatanna: I'm aiming to sit around 1500 polygons for the character, the less polys possible for the weapon and around 500 for the bird, with fully handpainted textures, no high poly involved. My main reference comes from Devon Cady-Lee: Critiques are most…
However many is needed in order to maintain the silhouette and major details, taking into account how closely you'll view the object and how often it'll be seen on screen. It also depends on what you're building too. Mobile? Console? VR? There is no generic answer to 'how many polygons is good' since there are too many…
Hi Hupie Nice start, the highPoly looks great. But your lowPoly doesnt quite match the highPoly, especially at the bottom. You can and should use more polygons to really match the highPoly's shape. With this your bake will look much better. Also think about exploding your scene for baking, it will definately help. Keep it…
Hi pixelpatron, Thanks for the reply! You're damn right ! I had too much topology on my model... Well, I made some automatic optimizations, and projections, and here : I have a 2k polygons model now... I think I pushed the mesh optim a little bit too much, but here is the result :
In maya you can have a shader that changes properties based on camera angle compared to the polygon normal. You can use it to recreate a "mario-galaxy" effect, where only the borders are lightened -or aren't- kind of like Fresnel, but with much more control. You need to connect the "facing ratio" attribute from a sampler…
Thanks guys, Robeomega - Good idea, i'll look at shifting it in the middle, should be easy. Temppe - Thanks for the crit. I'm aware of the wheels being silly high polygon wise. It'll be one of the projects to be replaced shortly! It was made when i was still in education. Regardless of professional or not, it's always nice…
The quote makes me think they'd make a beefy console with polygons and complex shaders oh my to prove their hardware skittles, and the article/discussion talks about mobile. Oh boy I think I'm outta the loop when it comes to playing mobile games. Then again, my cellphone has a camera, texting, and that's about it.