I've rendered out a couple of wireframe shots to try and get some feedback on my typology. I've done some draw overs to point out what I think isn't right so far. Any further draw overs to point out things that could/should be fixed would be greatly appreciated.
Jerry: Ah good call, I didn't realize that until I looked closer. Fixed it. Thanks! Sage: Hey dude, im a bit confused. I have images that show my renders/wireframes/flats & textures on the site. Did you click on the models by any chance? Let me know, and thanks! =)
As a dev, we've had lots of issues with ATI with our game, and my personal experience with ATI's have all been poor. :( ATI's always been on my shit list since back in the day they released those 'dev' drivers that allowed anyone to cheat in any 3d game by rendering wireframe modes. :D
Yeah, these pieces are beautiful. I really like how you made the scrolled and leafy elements on the pedestal-like object. How much of that is modeled and how much is sculpted? If it's modeled, can I see a wireframe of the scrolled leafy area, by any chance? If you have the time, I would love to see it. THanks!
(Solved) Hi everyone! I'm baking normal maps in Marmoset, and I have and issue. Some sort of artifacts has appeared in my texture, it is like the wireframe has baked on the normal map. As you can see in the shiny part. Here is the topology of low poly mesh. Don't what could this be Any help would be awesome
I made this grenade (loosely based on the mk2 grenade) to hone up on my zbrush workflow and expand my portfolio. Any feedback on it would be most appreciated. 612 polygons 1024 diffuse, normal, and spec Reference: http://2db.free.fr/images/grenade_mk2/grenade.jpg…
I have a pretty good PC, has 10GB ram etc Intel Core i7 2.80GHz 3.36GHz In max I have 3 viewport layout. 2 are wireframe and 1 camera view in standard shading. when I play a door animation (simple single motion)it lags in the camera issue. Shouldn't it be able to show smooth animation? or is this normal?
Hey, I'm new here - so I hope you all aren't too critical (constructive, not destructive!). Everything done with 3ds Max + Photoshop. Feel free to ask for wireframes/texture samples. I should note I'm not much of a render specialist - everything is rendered with default scanline render with 1-3 lights. (inspired by an…
Hello So, I'm having a weird problem with my mesh, when I activate polyframe the wireframe doesn't look like it should and if I try to mask something it's almost impossible to see the masking area apart of the edges... here are a couple of screenshots, if you guys could help me with this...cause I have no idea of what's…
Hey Guys, here is a new piece I worked on. I made it after a Concept from Daisuka Kazama I used 3ds Max, nDo, Substance Painter and Marmoset Toolbag 2 The gun has a triangle count of 12979 Tris, 2k maps fore the gun itself and 1k maps for the attachments. I hope you like it :) Wireframe: Maps: Highpoly: