Hey, I think your standing rock could use a lot of work. I can see the polygon edges everywhere. If this is a game object the mesh looks like it could be optimized a lot.
You can never have enough RAM, honestly. The more memory you have, the easier it will be for your computer to handle high polygon counts. I believe the artists at Epic have 12gb.
Redesign for the cockpit alcove wall. I'm also changing the walkway floors to be more of a metal grate. it'll save a few polygons when everything gets ported to UDK and it looks better IMO.
I'd say add some extra polygons a couple of inches on the outside of the wall. Give the wall actual thickness. Right now it looks like you've only got the visible parts modeled.
Sweet, that works. Now I just need to figure out a script so that it'll automatically change the subdivision preview divisions and modify -> convert smooth preview mesh to polygons all at once.
Thx David, it is cinematic version and I put extra edges in order to keep pretty much the same polygon density just in term if it goes to Z-brush it will be subdivided in more efficient way.
Ignore where it's located on the ui, you don't need to use slide on edges, you can use it on verts and even polygons. It doesn't always do what you'd think it should though...
Baked ! I wasn't sure if it would come out alright given the very tight polygon count, but it worked in the end. Some clean up and geometry tweaks left to do, and then on to the fun part !
Needs some tweaks but I think I'm ready to put this one the wall. It probably needs an armor set to balance it out a bit. Ran out of polygons pretty fast with this one sadly.
I'm not a max user, but no, in the picture they are smoothed with smooth groups to all polygons, yours is showing faceted triangles, try doing an auto smoothing groups if you want to display hard custom edges.