Concave floaters have the tendency to exacerbate problems with projections for your normals bake and the AO can show up incorrect as well. The way I get around it is to model my shapes first, use the knife tool, and cut a hole, align the item with its new concave section, select both the border edges and use the bridge…
You can alter the properties of any polygon operation after applying it. The concept of "History" in Maya is quite similar in some ways to the modifier stack in Max. So to edit the "thickness" (local translate Z) of an extrude after applying it: With the object selected open the channel box and under the "Inputs" heading…
Welcome back to the world of 3D! A few things. On the flower texture sheet you could overlap all of the UV's of the small petals to save texture space meaning a smaller texture could be used while maintaining the same detail or scaling up the UV's to get better detail for the same texture size. About usage of polygons: it…
I did some tweaking and of the hull design and fixed the majority of the "blobs" I am trying to keep the polycount low on it while maintaining the form. The hull comes to roughly 1700 polygons I could probably cull some more but this is honestly my first try at low poly modelling within a polygon count quota. Still have a…
It's easier when you think of a normal map as bump map detail. It was always intended to fake lighting detail that would otherwise require millions of polygons to do. Since games don't have the same luxury as Hollywood Movies to throw around millions of polygons in real time, normal maps are your best bet for giving your…
Hello everyone. I will try to explain best I can. So basically I am doing 3d on my free time from about a year I am not so skilled, but also I am not a total noob. I started doing a model of a big double handed war axe I am trying to keep the polys as low as possible because I want to texture it later in substance. When I…
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edit: like this gif but with actual attention paid to scale etc Just start with a plane, cut the cross shape in the bevel/extrude. If the right side mesh is what you 'started' with then I guess it took too long because you were using too much geo. Actually the simplest way to do this is to start with a plane, and use the…
Whilst im not a native Maya user, this is pretty much the approach to sub-d modelling. However, I find that usually a subdivision level of 2 (2 subdivides) should be fine. There are many workflows regarding the production of normal maps however expect most high polygon models to run into the hundreds of thousands. However,…
That depends on the use of the model in the game, and if it's either for a mobile or a PC/console game. If the ship is proportionally life-sized "environment piece" where player can walk around the ship, while it sails on the ocean or something, then 15k alone may be too low. It could be even close to 100k or more, if it…