Here are some more pieces I've worked on. I plan on pumping out a lot more now that I have some downtime between jobs...wah wah :( Anyways, hopefully people start taking a look and throwing out feedback to me. This was for a CGHub mini-challenege for greek mythos. I entered pretty late, but managed to pump this sculpt out.…
great! to each their own. i tried to texture a full character in 1.5 trial during the texture challenge they sponsored. i found all the lackings from Photoshop (like i mentioned earlier in this thread) to be overwhelming and costing me time and quality. so at the end of the day, as a freelance contractor i cannot justify…
I have periodically looked for something like this because it would be really helpful. If its only a couple verts I just copy the xyz pos and afterwards paste those back in. I haven't found anything quick and easy. I have never seen that workaround Eric thanks for showing that. As a sidebar the retopo plguin WrapIt also…
You can decide how much you want to decimate the model. You're not going to notice a big difference (depending on the model) if you go from 2 million polys down to 1.5 million right? But at some point, yes, you'll begin to see a difference. xNormals does a pretty good job of handling high poly obj's, you shouldn't need to…
Hey, I tried the script and it just got stuck trying to do everything. I'm not really sure I follow what it does exactly tho. Here is a print screen of my attempt to run the script. It just gets stuck there, but you can see from the viewport the mesh has over 1.5 million tris (and its already been decimated as far as I can…
Hey Adam, everything looks great. Is the water WIP too? It really stands out vs the rest of the fantastic scene. Obviously, I'd want you to keep the water in style with the rest of the scene but as of now it looks too flat. Nice reflections though. Unreal 3's website says environments can hit up to 1.5 million triangles,…
Ok, so it seems like the reason to use powers of 2 is so that they can be easily combined with one another? This is understandable, but i'm confused as how to size things that don't have XYZ dimensions that are the ratio of say, 2:1:4 or something like that. Like if the concept calls for say, a doorway that is 200 units…
1. Quads are easier to work with while during WIP. Once a mesh is sent to game engines, they'll become triangles. That's the nature of engine. 3. Depends on how tight the sleeves are and your budget. If poly count isn't a problem, its more common these days to have the shirt as separate mesh. Lower budget character shirts,…
IMO this is not a new problem to polycount. Even with the new forum, those things have relatively remained the same. Just throwing that out there so I know its understood. The switch to Vanilla was so that, one day, we could bring new features to the site (like thumbs). Hopefully the fellas behind the scenes can find the…
Forgive me, I'm not sure precisely what you mean by xform - but of course I deleted history and froze/reset transforms for the object before export. I also have double checked the normal facing on the mesh - and i am sure it is correct. It is worth noting that the hat displays fine when viewed from the hl2 model viewer.…