[ QUOTE ] I believe Gears of War characters are 9000 polygons, give or take, with high res for normals/parallax maps in the 2 million range. [/ QUOTE ] I think that's only for the biggest monsters, if anything. They don't say, but judging by the wireframes in the art book I wouldn't figure Marcus or the other Cog soldiers…
i doubt any one would have noticed about the images if it hadnt been stated ... personaly , it dosnt bother me ... but like mop says, maybe you should try posting in a more friendly way. Your wireframe looks quite dense for what you are getting out of it ... or is this to allow for lots of scope in animation
The edge loop is actually a texture, its not modeled. There are holes in some of the exhaust pipes...but the texture is too dark. edit: I have some questions 1. What's a good way to present untextured models and wireframes? 2. Is there a way to render in No Lights mode in Maya? 3. What file format are textures usually…
generally speaking collision meshes should be untextured, convex and must be made of closed solid pieces to be properly parsed. (not sure of HL2's specific features available for collision meshes) No holes in the mesh, no folds on itself. what would really really help is a PICTURE of the model (the collision model that is)…
When I try loading JIStyles_skinshader_R3.fx in Max 2009's DirectX Shader material, I get the red wireframe... C:\Program Files\Autodesk\3ds Max 2009\memory(375,14): error X3000: syntax error: unexpected token 'VertexShader' I'll email Joel, but has anyone else got it to work in Max 2009?
This was my second attempt at modelling and texturing a Great Helmet. I only learn't how to paint "decently" in photoshop pretty recently even though I have been modelling for awhile. Polygon Count: Low Poly (296 Tris)-(150 Verts)-(328 Edges)-(180 Faces) Tips & Crits are welcome Clean helmets Wireframe Worn Out Templar…
title says it all. can it be done? right now, inside the editor, if i have nothing selected the wireframe and the verts are both white. i need to select the entire "shell" just to see the verts in green. i looked around in "color settings" but didnt see anything. maybe i missed it. any thoughts? thanks :)
Hi, first of all I am a big fan of UT3. Here is the concept I made of Hoverboard for Unreal Tournament 3, the thing i wanted to change is that to be able to fly other the water and make some jumps with it for 1-2 seconds on 5-6 meters. later will upload more images, wireframe Thanks, will wait for comments and suggestions…
Hey Polycount! So I've been working on my free time on a female bust and just kept adding stuff according to my mood. Here's where I'm at right now : In my next posts I will add some construction shots of the HP, wireframe, etc.. And of course more screenshots of how far I will take this portrait.
Hey guys, not all that original... and probably very over done, but any feedback would be good before I start retopologising this hi poly version. I haven't done much hard surface modeling, so I'm very rusty and a little slow. I found making this rewarding, but very laborious! Rendered: Wireframe: Thanks for looking :)