I modeled it in modo using sub division. In max you can also create subdivision models by modeling a low polygon cage that roughly outline your model. then tighten appropriate edges w/ edge loops. then you can either apply a turbosmooth or a meshsmooth modifier to sub divide the surface to create a smoother and higher…
@Cody: uvLayout on the base, 4x subdevision AO map + Cavity map (polyboost) as dirt layer - colors are plain even though the UV is complete and propper. Regarding polygons: its a 1x subdevision (ala turbo smooth in 3dsmax),- for movie shots we used 2x subdevisions. Will post another test as soon as I find some spare time
this is coming along niceley, though i think estelle warren is one of thise girls who are hard to fit, till se looks sexy tranported to polygons . I trust in you skill dom im curious how she will look like. And hi kolby, finally your here, i followed you work awhile now
im wondering.. if you remove the scope and ironsight from the low poly, how drastically does the tri count drop. youve got way too many polygons on the scope, grip (not the attached one but the one that is part of the body), and muzzle flash hider. id say it could still be reduced quite a bit. probably down to 7-8k.. if…
Thanks for updating the installer with the ratGPU.mel script file. It's working great now from within Maya 2012. I've noticed a few things thou. It doesn't support Nurbs models properly. Soft smoothing for polygons is not supported. And finally, how do I use ratGPU to render animations in Maya? Maya Batch doesn't seem to…
I knocked out the initial low poly but it's sitting at only 3,060 polygons and 5,315 triangles. I think some areas could use some smoothing before I move on to UVW mapping. What would be the best way to selectively round off areas like the trigger guard oval or the top of the receiver while maintaining the silhouette?
i'd give it atleast 10. it'll take a few generations for consoles to reach that kind of hardware, even though PCs will reach it a generation before. also, we need virtual texturing to be further refined. also, if id tech 6 is all that they're hyping it to be (what with the virtually no polygon limit), than we'd be able to…
There is a tool for this, as I mentioned. It works great for most maps. However, normal maps are quite different. The colors of a normal map are specific to the directions the polygons are facing and the rotations of the UVs. You can't just rotate them in Photoshop, without doing some careful adjustments. Some explanation…
Not really I fear... Organic modeling is a complex topic, I feel that don't have enough experience to teach or outline other's mesh mistakes. All I could do is pass u another link I think might help you understand how the polygon flow should be set: http://www.andrewklein.net/bh/modelingahead2.html
Is that the normal map on a low poly base mesh? If so, I think your base mesh needs to be optimized a lot. You have at least twice the polygons you need. What is the triangle count on this? It's difficult to tell, but it looks like the ears are too far back and too high. Should include a profile view in your next post.