I used to have problems with polygonal hair as its time consuming and involves a lot of tweaking until I decided to play around with the lattice deformer in Maya.It was a life saver.I can create clumps of hair in no time from one already textured hair strip.Just uncheck the local influence and move the lattice points and…
I see you've worked a bit on the silhoette there, and added some joints for volume =) However, there are still a lot of polygons that dont contribute as much as their peers. I took the oppertunity to make a quick redlining for you, these would be the loops I'd consider to cut or redirect. Also, heres a link to the polywiki…
So I redid the top wing normal maps with the leaves extruding and got the following normal maps. Since my UV's are overlapping 4 times total for the wings (I did mirror geometry twice while making the model), I created two normal maps. Firstly using all of the model and then only using 1/4 of the model to see if there was…
Run through the existing algorithm, then get the winding order of the border vertices and choose a likely starting point (orthogonally aligned, symmetry or closest radius or edge, or pre-calc and measure least distortion somehow). Then iterate in winding order, and rotate each vertex about the centre so the angle with the…
Ok so I have the tiled texture and tiled low poly I created. Im going add flat planes to the edge with a texture that tiles horizontally so I can blend between the ground and the rubble piece. Can anyone who uses maya suggest me a polygon optimizer. The "reduce" function is ok but it sucks after you have less than 1000…
I would just like to say that sometimes the Direct X realtime display thing sometimes will not work, and sort of has a mind of its own, I notice that if it doesnt display sometimes, it will be because my specular is too high....so try lowering that and see if it works. Also, your low poly could benefit from a few more…
For your low res, it's acceptable, but you'd still want to avoid having a couple of things that could cause uv/baking issues. You'd wanna avoid having a certain triangulation in your mesh that creates an obtuse angled polygon. For instance, if you were to remove the highlighted edge that you've correctly got there, you'd…
FInished the water buffalo. For this one I started with a scan I picked up from sketchfab. But it's a big polygon soup, so I built a new clean model just using block modeling techniques. It's kind of fun to model that way. Like a game to see how much you can do with just cubes and cylinders. But I also got to use some…
Hello again, I guess the problem was with 3ds Max import settings. I changed scale factor from inches to centimeters and now scale is the same. Thanks! One more question. When I have my mesh decimated in Zbrush it has total 930k polygons. When it's imported to max it has 23M tris. I understand that polygons and tris are…
Sub-division means dividing each quad face into 4; which quadruples your polycount.(triangles and n-gons will also be multiplied by 4) Your mesh still remains as a polygonal cage below the sub-div result and only becomes true geometry is you collapse the mesh back to a polygonal mesh. Baking a map - in this case a normal…