http://24.media.tumblr.com/5b9e90293ed300822f005cfeea601082/tumblr_musy1eGxqK1rnpwego3_1280.png There is some bigs chunks of dead space that isn't being used by the texture on 2 of the branches, it would be worth it to add more polygons to reduce over draw, as long as you're not doubling the polycount.
If you're intending for game-specs then you should fake these holes by normal maps or alpha maps. Small details like these tiny holes does not justify the polygon count used on them. @WilliamVaughan Cool beans. Is it possible to bake them?
My only problem is that the terrain cost a lot of polygons... But its much easy working with terrain and easier to create outdoor environments specially since dungeons are more mesh modelling i guess. I will take a look at the links ty. :)
I don't know the answer, but I can rattle off things that might fix it. Are the normals polygons on the model flipped pointing inward? If that doesn't work. Trying applying a xForm on it and converting it back to an edit poly. Sorry if it doesn't help.
if you can nail the concept, keep going. frankly the in-game asset looks uninspired next to the concept, largely because of restrictive polycount but also in the texture. dil is right though you need to up your polygon spec. it's a building.
Thanks for the comments. Some parts of the gun is already subdivided to it's highest quality (The viewport right now shows that the scene has more than 4 million polygons) Some more updates, with wireframes included. Here's the imgur collections - here
Made welds on tank's base in zbrush (9 mil polygons) and can't to optimaze it. 3d max freeze in process. The Decimation Master in Zbrush si freezing too, the endless analyzing mesh in it. Have anyone knows how to solve the problem?
Please refer to this: and this: There are too many loops, and the big one connecting the sides of the mouth to the brow ridge should be redone entirely. You can, and should, reduce the polygon count by more than half and get a better result. Cheers mate,
dude! kill that flower, or optimize the crap out of it - the leaves on it aren't doing you any favors. or are they dense for a reason? your results look great but you need to make sure you're being as efficient as you can with your polygons
[ QUOTE ] looks to high poly for realtime, and too low poly for cinematic [/ QUOTE ] Hey hawken, I would have to disagree with you on this one. SO what is ok for next gen polygons, lets say for a tunnel style FPS?