UPDATED BONUS - Low Poly Melee Weapons (Comes bundled with every character Pack) These assets are specifically designed for iOS or Android development purposes. The Axe is 100 quad polygons, the baseball bat is 120 quad polygons, the machete is 130 quad polygons, the katana sword is 65 quad polygons and the pipe wrench is…
I am working on my first character model for a animation class and I just noticed that while the polygons are there they seem to be see though in the viewport, anyone know why?
Provided advice for someone modeling a Mini Cooper, aside from the wheel arches there's more automotive polygonal modeling fundamentals packed in there: https://polycount.com/discussion/comment/2535561/#Comment_2535561 https://polycount.com/discussion/comment/2536168/#Comment_2536168…
To give an example, at this stage you might be working at a detail level where polygons in zbrush are ~1 inch in size, or often larger in some areas. We should see the polygons still at this stage.
So, I'm constructing a sci-fi gun for my space marine. I just finished baking the high polygon mesh and added a basic color. Just wanted to get some feedback before I start on the diffuse map. This first image in gray is the high polygon mesh. The second is the low polygon with the normal and an AO map. Thanks! :)
Most likely if you are not adding a crazy amount of polygons and your polygons are not crazy small in screen space, then yes, go for it, It really helps the models. I think the expected number is less than 750 polygons and its free for console level UDK type stuff.
Nothing really negative to say, they seem well optimised. Just remember to delete hidden polygons if you haven't already (polygons underneath the model).