Second result for a google search on '3d unwrapping' http://en.wikipedia.org/wiki/UV_mapping Polycount wiki will have the answers to all of your questions http://wiki.polycount.com/ Rather than asking a lot of questions you could answer yourself, maybe try and make something following one of the tutorials out there and see…
Welcome to Polycount Hupie :) These also require plugins: Panda3D NeoAxis Silverlight 5 (in the futrue) Though it looks like you could start with Molehill right now, here's a tutorial using haXe. It looks like Unity will export to Flash in the future as well. EDIT: Forgot about this one, current Silverlight with the Balder…
altasa & Tokusei - Thanks guys. :D Appreciate it. Here's a ref study I finished up in the week. Few bits are off, but hey ho. Been away from the 3D stuff recently, but I'm now back on the TF2 bits, which I'll post some updates for soon. Also, what are the 'rules' on cross-posting on polycount?
Seams will not matter at all in Arnold. You should look into using layered shaders with multiple UV's and projected textures. You can also use 3D textures like the solidfractal node. But that's a completely different style of creating textures to games. You should probably ask these questions on forums like CGtalk or…
Usually decimation master is used to reduce the polycount so that you can bring your high poly mesh into your 3d modelling app and make a low poly model on top and use the high poly as a guide. That's how I use it anyways. Maybe look into using zremesher with guides to generated the base for your low poly.
Oh god. This is literally right in the 3D childhood for me. I followed JFletcher with a religious passion for his V'HULCREM-KR entry into Dom war 4, 7 years ago now. Makes me sad at how shit stained a once bright beacon for new artists can get. Alas Viva la Polycount!
This is kinda where I am at the moment, I really want to get a away from 3D studio max and everything that is autodesk :( And I really wish and hope Modo could be my way to salvation :) (I only want the standalone Modo Lisence, please give the bundle and the Mari lisence to some other awesome polycounter in need).
Very nice work indeed Mike. When you say 2000, is that 2000 before or after backface culling, ie 2000 on screen or 2000 rendered. What's interesting, is with these polycounts (20000 per level and 2000 per frame) my Flash 3D engine could handle this level ;) What are the poly counts per character?
Im also interested in 3D printing. Is it common to require a continuous mesh? Ive never had this problem when using a C&C machine - but that was for cutting foam. Couldnt you take all the seperate pieces though and project them in Zbrush to make a single continuous mesh? I dont think the huge polycount will matter.
Hi and welcome to polycount! I like your work, some of it looks really nice, some of it looks a bit unfinished? When you show the wireframes there are some very dense areas of polys and its sometimes unclear to me whether you are aiming for game 3d art or perhaps more just general 3d art cgi highpoly work? Are you baking…