Great work with the clothes of the two women. I was just wondering if you could post up a the wireframe of your latest work? I am curious as to how you laid out your polygons for the pieces that make up the skirt thing.
Guys , I had figure it out the problem !!! The uv is mirrored hence it give the wrong part . THX for your concern guys :D . It works! However I have to import and export by parts since I still has the massive polygon .
Your model seems to be relying on extreme smoothing. Don't do that. Video games don't use turbosmooth. Tweak the vertices so it doesn't look so flat. Also, you don't want to have polygons with more than 4 sides.
Hey thanks for the comment! I worked on the back piece some more, and I converted the nurb tubes into polygon tubes. Here is my update, I am going to start working on the high poly pieces, thanks again guys for the comments!
Typicaly the kind of comment that infuriate me. -_-' Anyway, very good use of texture space and polygons. The final result looks really good for 7k tris and only a 2k texture. Keep posting your work here, I like it a lot! =)
Agreed with the others. This is more of a work crit, but I did notice something though, probably worth changing. The scarecrow has a crap load of unnecessary polys here: You can see the different densities of the polygons. And the rope is way too high!
I think its fine the way you have it. if you want to delete unseen faces and weld points to create a contiguous model, then i think you might end up creating even more polygons just by trying to do that.
Unwrapping is often done by hands. There are has been some method to get auto-unwrapping if you followed up by steps before adding more polygons. Like you could have unwrapped the cylinder before it has the screens all around it.
Arghhh, <div> and <span> are not null tags, they have functions that get assigned through CSS... adding code that does nothing to your website is adding extra polygons to your model that don't define anything. The only exception to this is the use of comment tags...
Pior, lovely model and loving those arms. I am wondering how you made the body though.. it looks relatively low rez, but looking at the knees, it has a bend in it which indicates it isn't polygons.. How did you do it?