If your sub-div a master model to bake the normals unto a low. Use polygons as much as possible as when you smooth subdivide, you get strange effects if the model has triangles. Especially if you get into exporting models for say Zbrush or such. Triangles are always apparent. This only applies for the master model. Not the…
Good start, I always enjoy seeing different takes one Link. I have to agree with Marshal the arms do look a bit long. Also the face seems to have a sad expression on him in the eye area, it's nothing big just something I noticed. Also for the hair ware you going to do alphas or polygon chunks?
mehh Needs SSS, higher res characters, more detailed environments, and better lighting. Rite now its looking about as "next gen" and halo 3, with halo3 looking a bit better. Why is it FPS are getting more tech love than fighting games? Hell some FPS are even getting more polygon and texture love.
Well you can just select the shells you want and the scale tool will scale them all the same amount. If you want to get all your shells to have roughly the same texel density you can use the layout function in the polygon menu in the UV editor, or personally I use a free plug in called UV Deluxe.
the psp scene textures look fat and soft, as in thick, puffy edges. You could tone these down in to thinner, single pixel highlights and it might improve, but you best bet may be in using more polygons and props. Have a look at some of the Untold legends and other similar themed psp games for reference. That apu model…
Short answer. It's a nice and quick way to make real time reflections of the world around an object. Not unlike how normal mapping works to quickly create the effect of higher polygon model. Here's a nice blog post about the subject that explains the concept.…
It looks to me like your model is 1 mesh and not split into multiple ones. So each time you switch texture, it will display correctly on some parts and not on others. Either split your mesh according to textures or assign your textures in sub object mode to each body part (just select polygons and assign each material…
Little update. Did chainmail pattern, fixed and added some minor things. Would love to hear any suggestions. One thing I am not sure about is: can I make the cloak 2-sided or do I have to double polygons (with shell for example) to create little thickness? What is the standard way of making things like it?
Did you make a high poly of this gun first? Or is this only the blockout? I'm also a little confused about the back part. Is the design actually faceted like that or is it supposed to be perfectly round and you're just trying to stay within a polygon budget? The front has a much smoother silhouette than the backside and it…
Ok I asked because I made a shape in 3dsmax for a creature and I tought I could do stuff like horns extrusions and other bigger features in zbrush , but when I elongate them they result in less polygonal density ... may be I shoudl work them by adding density with brushes over brushes in those locations ...