Maya has the sculpt polygon/surface tool. Basically it lets you "paint" how the surface will deform. You are painting the heightmap and getting real-time feedback. I'm sure Zbrush would work very well for this too.
Im not mentioning my age you bastards. I was beavering away making 100 polygon character models for Dungeon Keeper2, at Bullfrog in Guildford, England, and living with my GF in London. Good times, definitely good times.
Basically have a single polygon hanging off the ship, and use an alpha-mapped bit of the tex (or maybe a second sheet) to have wires, antennae, and the like. By alpha mapped I mean using the alpha channel as a transparency map.
Nothing weird to do with UV sets is it? No that wouldn't really make any sense. Somehow mental ray is confused by your polygons material assignments. Have you tried just making a cube and doing some simple tests?
i am honored to have my artwork be quoted in this way just for general information that is made in maya and its polygons not subdivision surfaces. ^^ but yes chamfering your edges where you want to maintain your shape is key !
The textures do look very blocky. I think this is even more apparent due to the 1080p resolution. Edit: The irony is that in order to get the game to run decently at 1080p they are probably having to make sacrifices in the polygon and texture departments.
well, ideally youd want to only use one mesh for your eyeball to minimize polygone waste, but i guess it depends on your engine and shaders you use. But yeah, generally one eyeball mesh with a shader and normalmap.
Depending on how exactly you booleaned it, the subtracting meshes probably weren't perfectly aligned to that edge, creating an ultra thin strip of polygons. Doing a global weld of a low threshold after your boolean may solve little issues like that.
Thanks @Evren01 for showing the breakdown, much appreciated! Yes now I see the issues regarding those sharp lowpoly points, I will give more polygon density to the crumpled areas and see if that can do the trick :) Thanks again for the feedback!
Do you mean the large polygon on the left? We have a Sticky at the top of this section for these kinds of questions: https://polycount.com/discussion/56014/how-the-f-do-i-model-this-reply-for-help-with-specific-shapes-post-attempt-before-asking