This is for Brush faces in Source... which must always be Planar UVW. For the most part the code I've got does a good job by trying to "add up" the values: Taking the Planar UVW coords on a Polygon and then adding the texture scaling/offsets, etc. This works but when rotating the uaxis and vaxis with the texture…
Always use reference, especially when you`re just starting out sculpting Also dont subdivide like crazy in the beginning, it gives a very blobbish result in the end. Just start out on one subdiv and only subdivide or dynamesh higher when youve reached a point where polygons are being stretched noticeably good luck
How does it seem like a plugin? The modeling toolset is just as complete as Maya and that hasn't been updated in a while either. The texture editor has gotten pelt mapping along with several updates since. Polygon modeling tools have almost come to a standstill it seems.…
First of all, it looks pretty great. I definetely wouldn't put more polygons there. I noticed the shading issue, It looks like you set the whole model to hard edge shading. You can use smooth shading at places like the dome or the lens itself, so they look more rounded without adding extra polys.
and some wireframe and texture captures ... A few details on the specs of the character: -high poly ( zbrush ) was around 25-30 mil polygons -low poly around 25k tris -textures 2048 head and 4096 body .. diffuse/ normal/displacement(height)/specular and transmission for head That should be all for now ... i hope you'll…
Blender had an integrated Xnormal add on? Mother of~ ... Well today just started awesome! Also it supports smoothing groups, you can go manual and assign them yourself by selecting polygons and selecting smooth (or flat respectively), or making them all smooth and using a edge split modifier. *Edit: Damn ninjaed before I…
Out of curiosity what software are you trying to learn it in? I think the best thing you can do is get familiar with Autodesk Maya, polygon modeling within Maya and UVing. It is free for learning. Make sure you know how to use Photoshop. Start simple and build up until its a cakewalk and the only challenge is time.
There's no set of rules for optimization, short of 'what looks good', or 'what works', which will depend a lot on your specific circumstances. A good rule of thumb is you need enough geometry to support your silhouette given the confines of your engine. Here's a decent place to start learning: wiki: Polygon Count…
Well you retopo before you unwrap. Could it be ther's a confusion about the terminology? What is the 150k model to you, a hipoly or a low poly? To me a hipoly is a subdivided mesh with hundredthousands or millions polygons that is used to bake out maps. But if you indeed made a car for a racing game with lots of geo…
I modeled it in modo using sub division. In max you can also create subdivision models by modeling a low polygon cage that roughly outline your model. then tighten appropriate edges w/ edge loops. then you can either apply a turbosmooth or a meshsmooth modifier to sub divide the surface to create a smoother and higher…