Why do you need to reduce the polycount of your highpoly mesh? Its a highpoly... You're totally over-thinking all of this. If its small/unimportant, barely visible artifacts from a lower number of sides will never be visible, especially when the asset is textured, the texture is compressed, and the player in game is flying…
Hey guys. Having a problem with one particular type of mesh here in 3ds max and can't seem to wrap my head around it. Maybe some of you can help me? Basically, here I have a bracelet that is textured and modelled without a distortion. And it has an oval-like shape. I want to create one just like that, but no matter what I…
This is sort of a strange question and really depends on exactly what your meshes look like really. I mean, if you've got enough detail in your cage, or your texture is low resolution enough.... Really, if you're looking for someone to tell you that you don't need to learn how to use sub-d, I wouldn't expect that response.…
Dude.. Besided the point that you asked, let me just say this to you. That concept is pretty bland. One of the things i like to see on a model, is the design of it. Right now.. Even if you did a perfect hipoly and then lowpoly +textures... it would still be bland even if you did it to a perfect execution simply because the…
Cut your intrude/Extrude on faces instead of where the edges are. I've been showing this a couple of time now on the last 3-4 pages.. That even i am making a mistake on this.. This is a fast one with shittier topology and 32 sided mesh. You see a small bulge on the edges but those will be gone when baked and textured. I…
Hello everyone! Just had a minor question with how one would model books in the red circled area of my photo? Is it just better to create multiple, varied stacks of books, then distribute them throughout the scene? Or is there a better way. Also, I'm aware that I can texture multiple book-binds onto a cube primitive but…
ure being like wayy too hard on yourself, i think what uve got is fine and you also have to consider that this piece is really small and the shape just has to be right, depending on the final res of the textures youll be baking to it might not even be possible to see smoothing errors, and even then, this piece rlly doesn't…
Hello, I'm working on a low poly scene and I'm good with all the man-made stuff, but I'm utterly failing on the plant stuff. Does anyone have a suggestion on how to do the window boxes? I've tried so many models/textures and nothing looks right. The real hangup I'm having is that the boxes should look good when viewed from…
Depends where to use mesh. Right now I wanted to use this mesh for eye. Therefore I had to unwrap UV. If I spherify whole shape, it is not going to give me great results in UV unwrap. Mesh would be uneven. If I keep initial sphere shape then UV will be close to circle and easier to texture. Besides that it is much easier…
Hello again I got a new question about the modeling of trims and tiles... so when it comes to crash elements of the asset how does it is approached, do you use Booleans and make the new topology, like me in the 1st image? or you just crash the elements? the problem is that when I'm going to made the uvs these make…