the brickslook kind of massive, would help if you placed a human figure in there for a point of reffence. theres a tremendous amount of wasted polygons on for the debris that over the stairs, this can be done with a normal map in the end, and with normal maps + lights this room will look awsome
Cool model, although some of the smaller details look like they don't have enough res and you can see "jaggies" from there not being enough polygons to support the sculpted shape which in turn will be blurry when processed to a normal map.
looks great V! My only crit would be that you could have saved 4 more polygons on the shield by deleting the corners, scaling up the middle diamond and rotating the UV's. These characters your doing are really looking great. - BoBo
Rather than that if you want to be barbaric, just unhide all, zoom way out, click and drag around everything (selects everything with polygons/visible nodes), invert selection (gets your no-geometry nodes), delete. Ryno caveman style.
Texture wise the largest res you can have is 1024, and you can have up to 24mb total of textures in memory. Not sure about the polygons on screen, but I hear it's around 3000 tris? I'm guessing probably less than that.
Awesome pliang! It was in "polygon transparency sorting". Now I can go on with it. I removed the lights and it looks better, now I just have to create some more manual shadows in the textures. As a result, here is your reward and thanks again.
I simply do not understand the shitty floor vibe. It's made of polygons. They kinda have a tendency toward feeling flat. Normal maps are more apparent in motion than still. Parrallax maps are far from standard. Seriously, get over it.
Thanks for the suggestion but XSI's relax tool seems to be distorting my rectangular polygons in the texture(UV) editor, but maybe I'm doing something wrong. I'll play with it some more tomorrow...and texel! That's the word I tried to remember all the day.
looks great, have a odd question. Your megascan materials are tiled materials right? For your models did you have to create the high and low polygon version and bake normals or did you just create the model, unwrap it and apply these megascan materials?
@Alex Javor I don't think the modelling of this car is portfolio worthy, even with more time spent texturing. I'd suggest pushing on and starting a new vehicle, while practicing sub-d, multiple meshes, even distribution of polygons, and more complex shapes.