Horse - Polygonal Style Animal www.zagreusent.com Game & Animation Studio Follow us: https://www.facebook.com/ZagreusEntertainment https://twitter.com/ZagreusEnt [ AAA - indie price - zagreus zagreusent ze studio character concept high / low poly character & creature game prop weapon game rig and loop gaming animation…
Very nice work, Superb 10/10. +1 thumb up! The mesh is very clean and the UV maps are very well optimized. It's very weird and difficult to see this kind of work behind a model nowadays, people tend to waste more than a 60% of the uv space and they don't care about technical aspects about polygon use/optimizations.
Edit: I still don't know how to do it. How is that actually with the polycount of the modern mobile game avatars? I mean if you have about ten human moving in one scene on Android/IOS or web-based games? How many polygons would each humanoid avatar have? If there are other meshes like bikes, etc., too?
I'm not sure if it's what you meant with welding, but I think I've worked it out by uh... Deleting the troubled faces and redoing them with Append Polygon, after doing so they're right in place. Even if it wasn't what you meant it did give me the idea to do so, so either way thank you so much!!!
Polygonal modeling is straight modeling with surface shading based on hard/soft edges or smoothing groups (wysiwyg) and sub-division modeling is modeling with the intent of using a smoothing algorithm that results in hard/soft forms based on either creasing or control/in line edgeloops on the cage mesh. In game asset…
Thank you two a lot! with the two methods you teach me combined i could do exactly what i wanted. Its a bit long if i have to make that for many polygons but it works very fine, even more if i get the center of the faces visible i can snap with the "v" key in the perfect center :D
Thank you! I really appreciate your pointers. Now, I have a good baseline going forward into new projects. For the crack, I started by trying the cut, but it turned out that my weights were slightly off, so two of the verts were tweaking that polygon. After touching it up, she looks good now :D.
I personally would take a step back and take a good look at his anatomy. Try to find some solid anatomy reference and work from that. Also, that hair on his arms is using a lot of polygons for no apparent reason. Not sure what your goal is but I'd iether use way less or take a look at "hair cards". hope it helps!
This is what I was able to do it in about 20 mins, it only took that long since I had to actually create a concept. I used Maya to use booleans and then imported them into Zbrush. I then used Dynamesh Master to Dyanmesh the objects into 3 million polygons. Then I simple just used the Polish feature and got a total of 6…
i get this ugly and blocky for the side view of the hair i give it a good amount of polygon i place the hair but its hard to close the gap of the hair, if i force to close the gap, the hair gonna overlapping in the future i want to use physx for the hair im using 2 sided material, so its not about the material