well i have raytraced shadows from 1 omni light, 1 no shadows omni, skylight for AO, 14,300 polygon object sub-d'd x3 to 228,200 polygons. I think the raytraced shadows is what scanline is choking on.
If you select by Polygon or by Element, you can paint in solid colors. The way this works internally, is the vertices along the edges between polygons get multiple colors per vertex, which ends up looking like a hard edge.
This is a fairly crude and quick example, but does that mean you would do it something like this? Essentially having your low polygon model not being very accurate while focusing all your attention on the final high polygon result?
ok many thanx, hopefully it will work.... i will try it today... this kind of problems "Long thin polygons will smear your UV's" are really fu***** up. Is there no button / function in max to make the polygons the same aspect ratio like on the mesh ?
Maybe the poly mode in edit poly is selected thus unwrap is using only one polygon. Check it, it should be unselected before applying unwrap. Also, pelt may not work properly if you have floating/detached polygons or elements.
I would create a null (or call it bone) for each metalplates. On the underlaying character mesh i would create point clusters for each polygon loop. The nulls can be constrained to the polygon loops so they will move when the character moves
stuff like the buttons could be just a texture. It looks like there are too many polygons in some areas - like the cord, as already mentioned, and the area in the top left. These polygons could be better used in other areas like the crumpled cup.
Cheers for all the help guys, oooh Vig do you mean?... that 1902 polygons looks to much i.e. I've wasted em in this model orrrr... That the texture requires more polygons to make it look more effective? Thanks again
NURBS scare me . I tried to model a vehicle using Maya NURBS once and got so confused and frustrated that I gave up and started over with polygons. The NURBS learning curve is a lot steeper than that of polygon modeling.
For the first environment, I would say get some bigger sculpted details to help your normals pop more. This will also help break up the lighting on the surfaces and help to contrast against the high frequency detail. For the manor area, I like the detail you have on the ground. The decals, leaves, and brick textures mesh…