hey guys! =] so it's been awhile since I last posted something on Polycount, so I thought I would update you guys on what i have been working on lately. I'm currently still working on a Gibson guitar model, and this is what i have so far! I still have to model out a guitar stand, as well as texture the base, but i'll be…
Hi guys, Im new to polycount and hard surface modelling. Im having this weird streak when I smooth my model, any suggestions on what im doing wrong?? http://imageshack.us/photo/my-images/189/streak.png/ wireframe http://imageshack.us/photo/my-images/510/streak2.png/
Hey guys, I started this piece about 2 weeks ago and was hoping for some helpfull feedback :) The scene obviously is part of epic's UDK foliage showcase map which I used to showcase my model as it fits in quite nicely. (thank you epic!) The model specs: Low: 9500 Polygons High: 2.500.000 Polygons (used for normalsmap)…
Hey there. Could someone enlighten me about this a little? So here's the thing. When i press the Insert a custom material icon the custom material creator opens up. Ok! I add all the premade textures from whom I would like to make a material for use later on. OK! I then save that Material and the problem comes when I load…
I havent been able to get anything close to usable with this method. Ive set it up as follows: The low-poly mesh is in both the High definition meshes list and Low definition meshes list. In the Low definition list, the path to the normal map is placed in the Highpoly normals override file section and the Highpoly…
Wow,long time since my last post here!I had some personal issues but since then I kind of get rid of them so I resumed my work at my project.I've started to work more on the level since I want to get a general feeling of the game.I begun by changing those ugly bsp brushes with some modular meshes for the walls and the…
The guns and especially that van are standouts, I mean for goodness sake's a detailed smoothed high resolution looking vehicle: way under 2k tris 512 x 512 textures/px Alongside normals edited by hand in an image editor, no less - Wow! As an aside, imho I've only seen low poly baked stuff by Ben Bolton which I think is on…
Ok UV-unwrapping took a bit of effort, since i had to go back a few steps and had to redo those pipes (a lesson learnt for future). But really really happy with the UV work I just did. Note: I only tested this scene using uniform 4K texture map, thus UVs are a bit too dense at places. The final maps would be about 5-6 of…