You could maybe check out DH's AOE3 work here - http://www.horribledeath.com/2d3d.htm He has wireframes and flats on there... looks like under 500 polys, and a 256x256 texture for buildings, on average. Certainly not anything above 512x512.
They did go into it a bit more in their Cinefex article, but that mag has gotten a lot less in-depth in recent years. For example, they almost never show wireframes anymore. It's gotten to the point where I'm just not interested in renewing my subscription.
You guys might start with a site wireframe, so nobody gets caught up with imagery: focus on function, menus, site structure, and that kind of thing first before the pretty stuff. It's boring, but it usually helps with semi-complex sites.
I was trying to make a sort of orthogonal mass of cables (like a motherboard), but i think i'm doing it the wrong way. In the image below i've done it all by hand, and it take a lot of time, i've tried the wireframe modificator but it didnt work the way i wanted to. So my question is: do you know a faster way of doing it?…
Hi, so sorry for getting back so late, yes this is a low poly! I've attached my wireframes below! And I went for a focal length of 100 mm or so. Not sure what I can do to improve this though in terms of lighting as I think thats the weakest part of the scene for me
Hello, Simple question : why subdivide a quad into 2 tris? Example : Last images showing wireframes I do not own this image, it was taken from this thread which I recommend taking a look at : http://www.polycount.com/forum/showthread.php?p=1321690#post1321690 Thanks!
Ok, so first of all, hello everyone! :) This is my problem. When i extrude the segments they don't have the smooth shading as the rest of the model, this is what i mean: A wireframe view: How i can fix that? :l Thanks you! :)
I'm pleased to share the work I completed with Firaxis on their expansion. You can view wireframes on my portfolio: Polygoblin.net I was responsible for converting concept art to vehicle assets, including demolished states, that work well with the procedural environment generation system.
I'm working on a retopo for a character I sculpted in zbrush. I've never done this before though, so I'm pretty lost. I tried following the advice from the polycount wiki but I'm not sure I'm doing it right. Any advice would be appreciated. Here's the wireframe: And the projection if that's helpful:
https://youtu.be/KVQPWvwEpbU updated my showreel, I fixed the Substance Painter logo to center it with the rest, I've added some more wireframes showing the scenes and assets as well as a breakdown showing the development of the forest scene