Considering the mesh detail of the candle, the barrel could use more polygons. A few edges for the metal bands, maybe a bunghole. Given this, wireframes of the scene might help reveal other balances. Also the large watermark is distracting.
Anyone see this new software called Zed Brush. Looks awesome! Like sculpting but with polygons. Can't wait for some new software options. Maya 8 crashes every time I think about opening it.
Try Normals>Conform as a quickie, but your geometry could be messy, and/or could have polygons facing the wrong direction. Go into smooth mesh preview; anything that doesn't smooth properly is something you'll need to look into fixing.
That's not a t-vert, really. In general, it tends to refer to things where a vert bisects a straight (or very nearly straight) edge. Meshes like this where the edge isn't connected to the larger polygon are also considered t-verts.____| |_||_|_|
Here what I got in zbrush from your posted image. Is this the result you are looking for ? The dynameshed model is about 1.5 mil of polygons but you can go higher if you want it even more precise
1. best way is probably make a short mel script and bind Q to toggle between Lasso and standard click to select. 2. don't know... not sure if it's possible 3. Polygon menu set, Mesh->Cleanup...
Gmanx, I'm curious where you've been hearing this. Indeed games can render more polygons these days, you could probably get away with a small tree alone in a courtyard, but not if you're talking about a forest.
i like the proportions of the monster :D did you used some references for the texture? you can download a trial from 3dcoat which lets you paint directly to the texture- instead of small polygons in zbrush.
but the vertex painter need a lot of vertex to have a good detail on painted texture. How do you keep low poly terrain or terrain polygon optimized but at the same time be able to use vertex painter efficiently??
Just a quick'n dirty neutral expression test with the new topology in ZBrush. Gonna redo it though, because I need to keep the polygon flow smooth. Not that it's not looking smooth already, but that extra push to perfection helps. :D