This thread man, So much good progress:thumbup: , very motivational and gives a sense of hope that my polygonal sins against man might aspire to something good as well! *tips hat to all*
I could be wrong, but I think it's one of those things that lets you work with an object that has a total of 20 million polygons without exploding, because the main focus is on the current subtool.
The feet could drop a lot of polygons, and the necklace thing should have that button(?) textured in or handled as floating geometry IMO. The feathers could do with some extra polys to smooth out the silhouette.
It's not quite the same thing, but try out Polygons>Unitize in the UV texture editor. Then you have to select any edges that you want attached to each other and do a Move and Sew command.
oh.. thanks guys and thank for giving me critic skankerzero !! nice!! It helped me a alot for reducing polygons ^^ I've been texturing.. with spec, diffuse, normal I need more critcs~~~~
Anyone got an idea to improve the effects for the normal map? I'm thinking about modeling the holes, but at the end this needs to much polygons. No idea... //EDIT Somehow... I hate this black painted stuff.
You probably should also include important info onto each of your project/image. - Wireframe + Polygon (tri) + texture map size / types - Your name or your website or both.
It will look nicer and light better as geometry. Expensive, sure, but if you aren't repeating it a dozen times throughout the environment, I say spend the polygons and make it nice because it's a pretty cool sign.
Sometimes backface culling in Maya can be deceptive. Instead of using that in the viewport try using Display -> Polygons -> Face Normals to do your sanity checks, that usually will show you the truth of the matter.
The colors are so vibrant and pretty :V I took a shot at the lowpoly desert some time ago, although ended up with a more bleached out render. Did you vertexpainted the polygons ?