@hypronost I'm a little stumped how you managed that first picture actually. Is that polygon + smooth mesh preview or the old subdiv surface? Normally when you convert from a poly/smooth mesh to real polygons, you'd have to manually harden those edges if you really wanted that hard edge there; it creates all edges as…
you can cut your polygons anywhere and tile with geometry. I often do that if I have to use texture pages. Each element below is made to tile on it's own (being stipes or bricks...and some tests that didn't turn out too good =) All the elements are placed tp specific numbers in PS beforehand. Then I used textools to map my…
I'm seeing a TON of single polygon / super-tiny bits that would essentially receive little-to-no detail, and would cause for a multitude of splitting all over in your textures. Try to reduce the number of UV chunks as best as possible. All of these "floaters" need to be addressed. If I ever find single polygons as a unique…
These are splines? I think you're after the cross-section and surface/nurbs tools. If you convert to an editable spline, attach them together so they're both in the same item layer and then use the cross-section tool (next to the attach button) to join them. You can then apply a Surface modifier and you'll get some "proxy"…
On that link actually I don't think most of the shadows are painted on, with closer inspection you can see that they follow the edges of the mesh perfectly, I'm thinking that it's probably vertex colors for a lot of the shadows. Particularly on the skin and hair. Which makes sense, I remember a few older games that used…
Depending upon the viewing angles, you could probably get away with doing the trusses as boxes with the webbing as an alpha mask, but do you need to? I really can't see them taking more than 400 polys, and you could reasonably cut that down to a bit over 100 without losing too much detail. Even if you have a limited…
It's just what happens when you build your models like that. The edges of any polygon will look jagged unless antialiasing is turned on. At a distance, and when you've got lots of geometry in the same place, you'll see flickering. That's because without AA or any alpha a polygon is either on a pixel or not, so flickering…
I assume you're using Maya since you're saying curves instead of splines? But just in case, I'll answer for both... For Maya: This plug-in is great http://www.polycount.com/2014/02/26/geo-maya-hair-2/ You don't generate cards from hair, but hair from cards. You can then unwrap and bake the hair down to the cards, if you…
It looks great and I can tell you spent a lot of time on it. The main thing I think you should work on in your next environment is reducing the poly limit you use for assets, particularly assets that are duplicated all over the place. For instance your plants are really high poly, at least the one you've shown so far. And…
Reference is of one of many wannabes pornstar/nude model girls from czechcasting If you want I can teach you how to prepare your reference this way so is more suitable for sculpting Looks like you have too many polygons for the stage you are in (check first attach image see how big polygons are , whole body with arms is…