Hey @polygons & @sacboi thanks for your wishes and support! If there is anything in there that you want to see improved, added or corrected, tell me - it's a living book and I'm very open to feedback!
Good start ... Who cares about the polygone count. Unless you are planing to send the model in some game... Etienne PS: Did you ever make a Slime model?
Yeah, it's best not to work in smooth mate =] I'm not even a 3D Artist but I know that it's definitely not a good idea to smooth it. You want to work with the polygon faces and edge loops.
But did you check to see if all polygons were in ONE smoothing group? If you have smoothing groups on, but every poly in a different group, you'll end up with this too.
Shim, I'd say the lower jaw of the dog looks almost polygonal in nature, which is a sharp contrast to the painterly textured look of the rest of the piece. Thats all that spoils it for me.
It was voxel based which was considered a good tech for terrain until 3d accellerators became commonplace. Considering how polygonal terrain looked back then it seemed like a good choice.
Yo, this is dope. The shape of the giant log on the bottom sells it. The straw roof is really well done. Can I ask how many polygons you got in here? Super beautiful x10!!
Baking the normals on this must have been a nightmare, yeah? Ray distance would be super finicky. High poly looks good for sure. I guess the polygon count really depends on the game.