Why are you modelling the rivets on the wooden chest instead of just relying on the normal map? While they do appear in the profile, it's only from a very close and low view point. At the moment they seem to use most of the polygons in the chest.
You are right in that the Nudge Brush does move the polygons along the surface without deforming it. However it does so within the shape of the object, i.e. does not move the edges of the object, which is what I wanted to be able to do.
Xview https://help.autodesk.com/view/3DSMAX/2018/ENU/?guid=GUID-40164BD8-6EA5-4D42-A54E-FB33CFDC179D My bad. Xview doesn't have this. Polygon Select menu under Graphite Modeling tools has it though!
With your glows make sure your using an alpha, it currently looks like just a polygon glowing. By using an alpha and gradient out the edges you will get a more realistic effect and more of an illusion of the glass containing a bulb.
Hello again, here s latest wip but i need to ask something. i did retopo my character and result is in images. what is the maximum of polygons should be? is it too much or fine? please help me. thanks.
With objects of that scale, you should throw as many polygons as you need in the first place, to make it look good. Tri counts are no longer an issue. Textures/lighting/materials will bottleneck far quicker than to many triangles on scene.
Astro - good one Daz - Actualy, yeah, you're right, so here's more info!... Polygonal modeling, for realtime. I'm gonna try more basic organic models before I try hi-res stuff.
Great work, almost looks more like a painting than a 3d scene. Reminds me a lot of the stuff I've done on ps2, but you got to use a lot more polygons. Speaking of which, what's the scene's polycount?
Definitely increase the amount of sides of the cylinder, most FPS "weapons" are around 8,000 now. That doesn't mean you have to use 8k, but you do have a lot of freedom polygon count wise to make it more round.
I've got the outer edge and the inner edge as splines right now, which somewhat worked, just when I converted them to a polygon, there were no edge loops. Could probably add in correct/decent ones with Polyboost.