Depends on your geometry budget, and your target engine. Also consider the significance of the prop/model and the size it will occupy in the world. The smaller it is on screen the lower poly count you can get away with. Posting images would help us provide a more clear answer :)
hey guys, I am having trouble with this big blocky chamfered shape on top of the main engine: http://imageshack.us/a/img641/8381/hmmyg.jpg I tried comforming a plane on the rounded shape and than extruding polygons but it gave me errors when subdividing. Help help :)
@Przerywnik apologies if that was the impression given, so to be clear your query was totally legit by the way. Additionally these types of objects are typically cast (via mold) due too engineered CNC specific tasks they're designed too perforn under load in certain environments hence the additional 'gusset' for extra…
so i should just contune how i am just make things exactly how i want and not worry about poly or vert counts and bake my normal maps than decimate it to a low poly version before exporting to source engine. would that be right
Why not just start with an 8-sided cylinder, extrude the top, scale in, and then extrude again? And if you really want to get rounded edges on the low poly, you can try beveling those edges. And I think triangles are no problem, especially if you're modeling for games. I believe in most engines, they triangulate your…
Hey All, I'm currently looking at some cable types for the scene that I'm working on, and I really like the braided metal cables that I've seen on car engines, power supplies etc... Just wondering though, do any of you guys have any tricks up your sleeves for a quick way of doing this?
hi all, this is driving me a bit nuts from animation point of view as well as modelling each part as separate blade. rotating edges in poly mode does the trick but this shape is not co planar, more like jet engine blades. http://briefly.silentforest.eu/wp-content/uploads/2014/10/alien-isolation-7.png
Hey folks. Great thread! I'm stuck with a particular bit of geo and wondered if anyone had any good ideas how to tackle it... It's part of an engine from a Harley. Rest of the bike is going well, but I can't get this shape right! Ideally I want to build this in high resolution, and then strip it back again to make a low…
For the Sageo if it was me. I would use a plane or cube, keep it simple. Then go into substance designer and make that fabric. For the little flairs at the end I would treat it like vegetation and use an alpha card. Lastly I may mess around with the shader. Should note I'm considering in game, specifically Unreal Engine as…
Im not sure if you mean diffuse or normal seams? Splitting the UVs where hard edges are, actually reduces the normal map seams and are generally in the same places that you would also want UV seams too be anyway. +1 The cost is identical whether you bevel or add hard edges to a mesh and which to add would depend entirely…