For 'class A' surfaced objects, a high end render pass from experience is typically dependant upon an optimised topology design, although worth remembering minor shading errors can be fixed in post: https://www.carbodydesign.com/article/59531-modeling-cars-in-polygons/
Well, I'm open to suggestions ! :) Most of the "Polygons tools" can be used to make props. I can maybe add some "paint" tool, like the different sculpt geometry tool options. I will maybe add the slide edge tool too.
I think you could add more polys to your meshes for sure. Things which are cylindrical, where you see the end, tend to need a decent amount of polygons, unless its for mobile or something. Your work looks great otherwise :)
hey, something like this is cleaner topology for that shape for the sword. Also since you're zbrushing try to keep evenly spaced polygons throughout the model so when you subdivide you'll have equal resolution and relatively square pixols to work with. goodluck!
I agree with VVCephei, the one shown in post #39 is my vote. I'll be doing my best to participate this time around and record my progress for future episodes of my Polygon Pilgrimage. Hopefully I'll persuade others to join as well! Cheers~
Im not asking how long it will take me. I waa after ballpark estimates on (a contractor) modeling spaceships with 500-1000 polygons in terms of whether im lookibg at hours days or weeks .. anyway ..I'll have some specifics a little later...
great job! thanks for the breakdown of your material and lighting setup, i'm trying to mess around with stuff like this too. what exactly are the white panels? are they just self illuminated polygons? did you also use the sss material for his eyeballs?
I wonder, is there any way to prevent Maya from dynamic diagonals turning? I mean Max-style processing of internal polygons triangulation - on demand or manually (I know there's a way to swap diagonals manually since Maya 2010 if I'm not mistaking).
In max if you press ctrl and click a different sub-object level then all the components that use that vertex or edge or polygon will be converted to the new level. By different sub object levels I mean these: If you use shift instead it will select the border edges.
pixelgorilla, yeah you were right, moved them a little up, merci! slowly but steady removing polygones, thinking about tex-resolutions etc... hair still placeholder. will add some little horns around the big ones for a better transition.