I have used max for about six years and started using Maya for about one month ago. So far i think that Max is a much better program when it comes to polygonal modeling. But you can pretty much do same thing in both, but personally it feels like max is smarter and faster when it comes to polygonal modeling.
Mmm ok but how can I do a working turntable if my item is already 10 million polygons ? Also how do the CGI artist stuff? I mean the ones that make for example a vehicle or else for a movie? Millions of polygons or low poly? And what level of detail do they go ? Model up to every screw or just large details?
I think that this is a great model, but its a huge waste of polygons for the form you ended up with. Her ass and her hands scream 2k poly limit and her face says 5~10k limit. Her chest is a huge waste of polygons. As she sits rite now she looks fine, but to me she looks like a 2~3k model.
Well, concerning the environment, it can have up to 700 polygons rendered without slowing down. The objects can have around 1000 polygons, unless there are a lot. And the AI's can have around 3000. Not exactly sure about those figures, but they're what I've gathered from some threads at a Thief and Dromed forum. Colored…
very nice! IMHO alphaplaned steering wheels look terrible. You could save a whole bunch of polygons though on the steering wheel, looks like it's 10 sided right now, if you brought that down to 6 or 5 sides, then the remaining polygons could be added to the tops of the seats to smooth them off. Actually the seats are the…
Try Edit Polygons>Normals>Set To Face. Then Edit Polygons>Normals>Soften/Harden and select the faces you want to be soft, type in 180 and hit apply. Then select the edges you want to be hard and type in 0 and hit apply. If you ever have any questions feel free to AIM me. I'd be more than happy to troubleshoot anything.
I love the colored concept! I saw it and instantly thought of Alf. I don't immediately see anything wrong with the polygon flow, though it looks like you could spread the polygons out a bit more. There are some edge loops that are unnecessary, as they don't really define anything. Try to get rid of those, and I think…
Hey, Can you go into detail about your process? You do splines and then convert them to polygonal models? Is there a reason for this workflow? Why not do the normal poly modeling wf? It seems a lot more work to be done in your workflow, but maybe you have a reason for doing things this way. I suggest making sure that your…
Yeah substance is the easiest way you can do it. If I remember correctly, you can import designer materials into painter and use them, and what you said can be done very easily, painter had this polygon masking tool, where you can apply a material to only certain polygons on the model, so technically you can have a…
I get used to start modeling with Max instead of using zbrush. I think I'm an old school 3d-er at last :D . Anyways I like it better because it gives me the greatest flexibility of handling polygons and uv. I think a good uv layout is the key to preserve details for low polygon model. Retopology and uvmaster can't do the…