Hey Revel, nice character concept. I'm looking forward to seeing the end result! You've managed to keep a nice low poly count on the model so I would first like to commend you on that, all you need now is to work on your polygon distribution. Just a quick tip, always try to keep your polygons square, and similar to their…
In Zbrush, your geometry count shouldn't really matter. It's going to have tons of polygons no matter what, if your goal is to capture every single detail. Film artists aren't really concerned by polygon count since all their renders are handled by supercomputers, making the theoretical polygon count infinite. For a game,…
Now when i think about it it makes sense. Since I stretched polygons it can't calculate the pixel density right ... I might have brain farted. I suppose it's really hard to make a tool which takes into consideration stretched polygons and bases the new scale on non stretched geometry and not on all polygons. Didn't find…
Hey guys So, I'm trying to use the TC curvature shader information of polygon models and I'm a little confused. If I apply the shaders in the example scene to my models the render comes out black, Im assuming this is because they are polygon models and all the example scene uses is nurbs. The site also claims there are…
You just need to be aware Modo will happily let you create non-manifold geometry (unlike 3DSMax which you've been used to). Edges can belong to more than two polygons, vertices can belong to two "surfaces", vertices can belong to the same polygon more than once (although this last one is pretty hard to achieve). Mesh…
I started looking in to making a bunch of glass containers. With all the references I gathered and looking at the scene, I feel like there's going to be a lot of different bottles, jars, vials, etc. The more variation the better; different silhouettes, sizes and such will help make the scene feel busy. But I really didn't…
Thank you Eric I haven’t set a specific triangle budget since this is just a personal project and I’m still learning. The piece will be fairly close to the camera, so I’d like it to look good while keeping the poly count as low as possible. As for animation, yes — I’d like it to have a bit of movement to make it feel more…
I'm not talking about the issues for the workflow, I meant the issues derived from the order the realtime engine render the polygons. Here there is an explanation about this, in the paragraph "the stripping process": http://www.ericchadwick.com/examples/provost/byf2.html But curiously the people of epic don't follow this…
Polygons could be many things. It could be a triangle (3 edges), a quad (4 edges)... a polygon could have 139 edges if you wanted to. Phrasing the question like that is like asing "should you count Dogs or German Shepherds?". Never choose. If they tell you they want the model to be 500 polygons and they meant 500…
Is it possible to completely hide polygons in Maya (2014), as in, the "hidden" polygons are not in the way/still selectable/editable? I know isolate select will "hide" them visually, but they still exist in the viewport and are selectable and editable, which is a real hassle. I'm looking for actual hide polygons like Max…