@switz: thank you :) yes that's right, most of the ornamental details I start by creating the shape with splines and then convert them into polygons. So from there I have a flat plane with the outline and from there on add in edges and drag these out to get the 3D shape. @Minos: Thanks, great job on you throne room scene…
model your shape in 3ds max , try to have an even polygon distribution import it into zbrush and use the orb cracks brush available here http://vimeo.com/26399689 to make the indent cuts rough up the surface with either the clay or claytubes on a low opacity What makes metal believable is usually good textures and a good…
I'm quite happy with the design now. Still got 254 triangles to play with - I'll probably use most of those for effects like a blurred rotor-pattern and shooting effects. I'm going to try to do the tail-rotor hole with alpha texture rather than polygons as I think the 1024 poly budget is more restrictive than the 2x512…
there are many uses for a uniform quad reduction. for starters such a mesh will subdivide cleanly with a subdivision scheme like Catmull-Clark etc. also variations of this type of subdivision are used for things like dynamesh. there are many other uses. triangle and quad reduction/resurfacing algorithms in general do just…
Looking good so far. :) I like the globe in the centre - though it feels like it should be translucent? You might be able to find some tutorials on Unreal 4 to make holographic materials. You can add more polygons to the circular tunnels/doorways - you can see the faceting quite harshly; unless your polycount or art…
I'm running a Palit 560 ti 2gb and I have no problems in max, any version runs fine. I will say that in max 2014 I have noticed a big performance boost compared to 2012 which I use most of the time. I can get 15-20 mil polygons in the scene without to much sweat (if I have to that is)
Fairly straight forward hardsurface task from my POV and very likely there wont be a specific workthrough online for you too follow. So I'm curious whether you've previously modeled an object of this level of fidelity, polygonal or otherwise? It's only because I see a couple options at a glance how you might proceed…
You really, really can't do the "shove together" thing on a rim that is made out of one piece, I can tell straight away and it looks bad. You're also using waaay to many polygons on the rim itself, they are not helping your silhouette at all so they're not needed. Especially with rims you can get away with keeping things…
heres the wire: Here are some shadows added. I can understand about how the higher polygon pieces are not as visible from the ground, however, would it not be fair to assume that the player will be active on the balcony level also? When creating a level/scene, do you not also open up the possibility that the player will…
USE AT YOUR RISK; do not use abusively. May 2015a.d. Me is intending to participate with the contest, and curiously looking at the forum posts. Thanks for posting the 90 k polygon counts. Me has been making 1 M polycount models, decimating to 16 k, but the results not satisfactory. Maybe me will try the higher count, but…