Hi, The six-pack is blurry (blurry lines) whilst the chest which has same amount of edges and polygons is not blurry. I have tried moving edge loops around to no avail. I have also tried resetting normals to no avail. Please check the maya file attached. Hopefully, someone can help me here as I have run into a dead end…
Hello guys! It's my first ever post on polycount (yay, celebrate with me!) so I'm really sorry if I placed it in a wrong thread. [tl;dr : What programs should I learn at first, how to model, first learning basics of Maya, then thinking about UV/proper geometry/textures or everything at once? Any tutorials for…
What a lovely texture you got going on this sweet trailer ! I really like the different color values you got going on the red side of things, which makes it really interesting to look at - what could potentially be a totally boring repetetive plane. Great job on that ! What kinda caught me off-guard was the line where you…
Thats a bit rude of you. Just because you have skill doesn't mean you can act like your rule all, to be fair mate. I dig your models, but it all depends on where you use them. Having used your models myself (your one weapon you released) i know it was far from perfect in a few spots. You had to use object space maps to…
If you are going to do a big scene you have to have some way over layering details on. First you need to know if your engine supports Decals or Multiple UVs. If it doesn't support either you could try creating an extra set of polygons above the ground to add in those details but you could get flickering issues if you do…
My gut tells me that the problem is in using the cut tool. If I am correct, below will help you. If not using snaps (like snap to vertex) you can sometimes inadvertently create an extra vertex/edge very close to another vertex. This will cause the topology to not be composed of quads (even though it may look like its…
I have found that making a blockout using only polygons that allow you to smooth is the best starting off point. This way you aren't rebuilding everything as your start to add support edges. Don't combine meshes when you don't need to as everyone has stated. There are alot of types of polygons that smooth well. You can…
Bumping this to let everyone know that the third volume is now available: http://www.cgcircuit.com/course/3d-character-art-for-games-iii This video is all about low polygon modeling. I talk about optimization, deformation, soft vs hard normals and uv splits for bakes, etc. The vid also comes with a low polygon generic…
yo valkrin. i might have some tips for ya. You started in a good and clean fashion. keep it up. a few things you should keep in mind if you work with max: - keep it simple. you have the basic shape, so what you have to do next is tweaking vertex-es, lines etc with the edit poly function. Play with your model until you are…
Ok there appears to be some confusion on both sides because I'd initially thought you're already defining secondary shapes whereas now seems as if you've begun this model using a dense high poly grid, instead of following a conventional polygonal workflow regardless of whether your end goal is either creating a game asset…