grats on getting a test. I have some critiques- -It appears you modelled with smoothing in mind but didn't use the smoothed version for anything. Additionally this has presented some areas where polygon distribution could have been used more effectively -i.e. around the eyes, his legs, and the scales. -the finished model…
I would recommend to look over the overall headshape. The face is too thin,and the scalp shape is off. I think the nose is slightly too large, and the creases on the bridge of the nose are too sharp. The eye shape could be revisited also, she has quite a lot of pictures with black lenses, so maybe if you color the…
Does triangulation really matter on a high poly mesh that is just being used for a Normal Map transfer? What does edge flow not being smooth mean? The high poly edges look smooth to me in the areas where they need to be smooth. Yep, that was the texture on the image reference, it's just a white hydrant. Well like I said,…
Heyhey Kristian the shoulderpads are also my fav part I love my Mop too! Poop, nmaps will come! Ryan, there is already some of these available... I'm just stealing everyone's techniques here Plus classic highpoly modelling, mixed with lowpoly+smooth along smoothing groups to get supersharp edges for free. Jeff yeah! Can't…
This is what i like to call "resolution based smoothing errors". What happens here is a mixture of a few things. #1. Maya renders excellent normals, even over extreme angles, because of this, we're less likely to use hard edges. #2. Normal maps are limited to the resolution of your texture. #3. Small-thin triangles, which…
I'm not saying it's a 100% all-the-time rule, but in the case of the toolbox I would say you definitely should chamfer the edges. I think it is also very important to understand subjects such as covered in http://boards.polycount.net/showthread.php?t=50588 this thread when deciding whether you should add a few more tris or…
Hi. I'm not much of a Hard Surface modeler, but for work I typically have to do hard surface stuff. We don't usually make a highpoly model and then bake down to a low poly. We just make low poly objects for use in Unity. We're not really a game company, so we don't have anyone who manages quality control of the models, nor…
Hello, thanks for reading :) I am having odd issues with normal casting, I have done it before and I am confused about why things are looking so weird now... I was working on a weapon and when I started Normal Mapping I ran into artifacts in Maya...When I used existing HP geo to create some of my Low Poly items, It worked…
i was wondering about that earlier as well. i think he may have triangulated the mesh before export. anyone else reading, u should not leave ngons in the mesh before export. to guarantee that your normal mapped model will have perfect shading i highly recommend triangulating your entire mesh BEFORE you bake normal maps and…
Hi polycount, i'm kinda new to 3d modeling and have been learning by myself for the past year and i got a couple of questions 1. In low poly to high poly modeling for games, i first created the low poly model then turbosmooth it twice (two stacks), with the first one according to the smoothing group and the second one…