yo valkrin. i might have some tips for ya. You started in a good and clean fashion. keep it up. a few things you should keep in mind if you work with max: - keep it simple. you have the basic shape, so what you have to do next is tweaking vertex-es, lines etc with the edit poly function. Play with your model until you are…
Bumping this to let everyone know that the third volume is now available: http://www.cgcircuit.com/course/3d-character-art-for-games-iii This video is all about low polygon modeling. I talk about optimization, deformation, soft vs hard normals and uv splits for bakes, etc. The vid also comes with a low polygon generic…
If you are going to do a big scene you have to have some way over layering details on. First you need to know if your engine supports Decals or Multiple UVs. If it doesn't support either you could try creating an extra set of polygons above the ground to add in those details but you could get flickering issues if you do…
What a lovely texture you got going on this sweet trailer ! I really like the different color values you got going on the red side of things, which makes it really interesting to look at - what could potentially be a totally boring repetetive plane. Great job on that ! What kinda caught me off-guard was the line where you…
Thanks everyone for the great archives, will be great to get those up on the wiki. I am also currently on holiday (first time hiking Moab, amazing place!) so I don’t have access to a proper pc, to process everything properly. If Vertex is available on Gumroad then it should stay there, so people can donate to Ryan for all…
If for some reason you still want to get rid of unnecessary loops. For example in case of mobile game or if your game show first lod on replays and cut scenes only. You still can manipulate the normals responsible for shading "corners" directly . Sometimes it's enough just copy normal from a vertex outside the hole to one…
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.