Hello Mehdi, looking good! :) I recommend setting a relatively low polygon budget (10-15k max) and trying to keep the clothig layers combined in the low poly. Make sure the silhouette reads well from different angles and up to closeups, especially the face. Look up nice topology from similar styles of games (Overwatch,…
That's a really excellent piece! Great work! Was all the clothing sculpted? I don't really have any specific critique, you could add a marmoset viewer for the whole character. As far as optimization is concerned, while there are places where you could optimize the count further (reduce a loop or two here and there) but I…
Hello. Let me introduce you to project The Way Story: In short - our MainCharacter is involved in car accident, looses consciousness and wakes up in a strange place, more like other world. There he must find a way to return to his home. On his journey he will discover strange things, find out about existence of many…
Interesting about continuous meshes. That might actually be very relevant to some of the kitbashed models we're doing, I'll make sure to look into that. Re: large polygons, let's say I have a large flat plane as the floor of a building, for example, is there a chance it'd be beneficial to add otherwise unnecessary loops…
Hey Polycounters, just wanted to show you some of the stuff our team is currently working at. Below is a video of our prototype which was developed by our team of 13 students within two months. It shows off really basic gameplay and a mostly blocked out environment. Obviously, features are not yet fully implemented,…
I really want to like using the crease tool for my sub-div modeling, but sometimes it is challenging to get it right. The right shape of the following image is the base model. the left shape was achieved by using edge loops. The left shape with the edge loops is the look that I'm trying to achieve using creasing, and maybe…
Looks like 3d max . Make sure you have different smooth group inside the hole . If it's there anyway find that handle before you cut the hole in and transfer vertex normals to vertexes where you see shading gradients from a mesh without them ( before the hole) using normal theft script or just manually by copy/paste . Or…
Soooo after (way too much) trial and error, I found it was a combination of things. The edge loops on my high poly model were way too tight, I redid my uvs so that every time the model went over 45 degrees angle change I made a new uv island which seemed to help, and also I put proper smoothing groups per UV island. Thanks…
I'm working on a project for a game asset and I'm baking the maps in Marmoset. But this part right here keeps coming up with this error. I tried to paint skew adjustments but It doesn't look right, so there must be something else I can do. Maybe it's because the low poly model doesn't have enough detail? But if that's the…