This might sound controversial but I think you should add more geometry. Polygon count hasn't been a bottleneck for a long time. I've even read some posts on here that say dropping a couple thousand polygons doesn't really free up performance much, but using less complex shaders and textures does. I think even the chains…
It sort of depends where you work. Epic offers a lot of compelling reasons to work in games beyond "the love of it". Smaller companies and start ups don't have as much to offer though, that's true. As for the tools ... yeah, I mean, Max is old but what it gets the job done. I use it every day and I can make art for our…
But you made it clear that you find this part boring, extruding the geometry, tweeking the geometry creating a low polygon count geometry in any 3d modeling software. Sigh* Anyways If they told you what they expect of you, many studios do not worry how you process the model and finish it as long as you fulfill their…
I didn't had much time towork on this lately but here I made just a< small change , I deleted some leaves breaking the "line" of leaves that was atually filling the whole texture sidening to fill the space up to the edges of the polygon , I dunno if this was clear , more simply I just deleted some leaves in key areas to…
Yeah, after tackling that head was a pretty big first for me. I've never really tackled game characters before. So this was a big first project in Topogun and my first real shot on the head topology. I noticed by the end I was going with too many small polygons and not utilizing the subdivide option. I wasn't thinking like…
Looks cool! I dig the design of it. Few things: The gold color on the handle, the receiver, and the guard above the hammer all look like they are different hues. I think it breaks up the cohesion a bit....I would make those similar colors. The scratched metal on the main barrel is very strong and very scratched up. really…
Outside of creating some modeling, retopology, uv, and baking tools directly in your engine this doesn't really sound realistic or feasible. Maybe you could write something similar to the zremesher feature from zbrush and something to do auto uvs, but that seems like a crazy amount of work. If you really don't care about…
In maya anytime you flip duplicate and flip a mesh (enter a negative value in either x y or z axis) and then freeze that mesh it inverts the face normals. To check if this happens Display -> Polygons -> Face Normals :: If the green lines aren't facing the same direction, there you go. There are several options and ways to…
click on expanded option box for file-> open it will have "ignore version" checkbox: sometimes scenes won't load properly (if they contain any version-specific code, probably) there's also a turnaround with editing .ma files in wordpad, but that's a little bit maya 7 They have a few minor tweaks in 2010, a little bit…
[ QUOTE ] I like the direction you're heading with the hair- the large scale curves work. Polygon budget permitting, maybe you could push it a bit further? [/ QUOTE ] As much as I love that style, it's a bronze statue, and it probably wouldn't hold. Alphonse Mucha himself was much less extravagant with the hair on his…