There are a few discussions on how to do holes (circular, polygonal) into a single quad. However, the workflow gets quite manual and requires quite a bit of planning and edge loops if you are completing the following specific objective: Repeating instances of a polygon hole into a surface that consists of multiple…
Hey all. I've been working on a game for the past few months, and have been having some trouble adjusting my high-res character modeling skills for lower poly stuff. (You can see examples of my high poly work here). I've been trying to find some clear numbers on what games of various quality-levels tend to have in terms of…
HI All, I don't believe i've posted anything in a particularly long while, despite being a member for quite a few years. I'm currently working on a portfolio and with that i'm trying to learn new techniques and expand my skill base as quick as possible. I can handle lower polygon models with ease , but my experience with…
Good to know that I don't have to blame software when I will get bad normal mapping results... Now I have my low poly ready for test baking: It's 89 polygons so I exceeded my budget only by 14 polygon ( or by 18.7 % :shifty: ). I hope its OK to use both tri's and quads in model? I was surprised how fast the number of…
In your example, this backface culling setting was applied to only the "selected" active selection ( if any ). That might lead to unexpected behavior if you simply meant to apply backface culling to "ALL" or on an object that wasn't selected. If that were true then the right answer would be to simply select the "all"…
Like what Mirbobo brought up, unfortunately a lot of university teachings are not anywhere near up to date. There are exceptions but if scrolling through the education threads you'll quickly see the trend. Continue on Polycount though and ask questions when something confuses you because I know I had the same experience…
These are 2 types of workflow. From what i've seen , High to Low poly is mostly used when making organic models. They first sculpt the character with anatomical details since it is faster to sculpt than block out an entire human body made of polygons. So they basically sculpt a human body made of millions of polygons (or…
welcome to the forums! Those are nice, cartoon-style (Monkey Island comes to mind) Palm trees, but I'm curious what they're intended for? If they are for a game, then there are a couple ways you could reduce the poly count. But first-- I think you mis-counted the number of polys-- are you sure you meant triangles? Because…
Thanks for the critique. I'm pretty much set in on a project at work for a good long haul before I can show anything, so I am actually in the process of working on some new stuff to fill out my personal portfolio. I've got some decent stuff, but my skills have greatly improved and I think I can definitely fill in some of…