What Brice said: viewport screengrab should be sufficient to show off your realtime models, and if you have normal maps and aren't using realtime shaders, make sure to turn on High Quality rendering. You can also turn on antialiasing for wireframe under Shading > Smooth Wireframe, although the wire will appear thicker so…
What software?, cursor? / nice?, Photoshop?, year(s)? its really hard reading through what seems to be a question. I assume you can't see the wireframe the way you expected it. In case you are referring to 3dsMax under preferences and then Viewports > Configure Driver > and then the checkbox referring to the anti- aliased…
Ha, that's pretty cool. Really dense in some areas, with kind of messed up topology but pretty cool. As for the wireframe render, here's a quick solution: - Copy your mesh. - Apply a new material to it. - Set that material to wireframe (toward the top) change the color to black. - Apply a push modifier to your wireframe…
Update! So, I meant to do an in-progress post of all of this, but I ended up getting swept up in the process... I've low-poly'd out the mech as best as I could, and performed several test bakes to see where I could get away with reducing it to the lowest possible amount that I could. I gave focus to curved surfaces and the…
Yep everyone just deals with it, there has been a few pushes by a lot of communities but to problem seems deep rooted and is difficult to change. Here are some tips that should help you deal with it. The very tip of the mouse pointer is what counts in max... So the bulk of the pointer doesn't matter. So if 90% of the…
I just got my hands on 3D Studio Max 8. So yeah. That's my tool. Can it open SMDs? But like I said, once I get the normal map, or if I can get the wireframe version of the map like in the image above, I'm going to fill in the wireframe in Paint, copy the filled-in wireframe into Photoshop and begin texturing. Then I save…
Okay, Day 2! I made progress on the canisters and have been UVing some things here and there along the way. Minor changes, but I'm hoping tomorrow I'll do more re: the wires and affixing things to the frame. Overall I did another 2hrs of modeling today + 20mins or so of UVs. Here I have a wireframe as well^ Lastly, the…
Hey there Sati, glad to see your work here on Polycount. Loved your post up on Sketchfab. =) I'm going to give you some slight counter-advice to a few of the others here. I wouldn't put a whole lot of stock in absolutely needing wireframes for the thumbnail images. I think that's part of the appeal of your handpainted work…
the layout is good and clean. you'll want to give more information on the scenes - some texture flats, shots of some of the props by themselves. avoid the UDK wireframes. there are better ways to show that if you decide to - though i'd argue that the scene you chose to show wireframe on is not the best scene to do so with…
I was watching a tutorial from one guy and he said it only makes sense to add geometry that adds to the silhoutte.. but the wireframe does feel overly simplified in that case...thanks