if your going to try baking hair splines into polygon hair cards, you might be better off trying a different approach. Check out dylan bradly's zbrush to hair card tutorial. or Give GMH2 a try. or paint those cards from scratch.
[ame=" https://www.youtube.com/watch?v=xDKEI1EgWvQ"]How to make a hole/circle in Maya 2013 - YouTube[/ame] [ame="https://www.youtube.com/watch?v=NKtncTvmQJc"]Cutting circular holes into polygon meshes while maintaining good topology - YouTube[/ame] :thumbup:
REally nice shading. You can get help with topology, once you get errors, but your proportions look off. (may be artistic licence, but some areas, like the darker polygon just looks ridiculous when stretched so much) Progress:
Why not trying it for yourself? :) Polycount on Max depends on RAM...for example my system can handle 60-100 million polygons (smoothly)...and I have 8 gigs + 64bit. 32bit + 4 gigs ram = approx 30 Million polys (second system)
I think the eyes are bringing down an otherwise great character. I know somebody around here posted a tutorial not too long ago about adding a strip of polygons under the eyelid for a shadow and above the lower lid to simulate the extra specularity and wetness.
this would be on the high res mesh correct? Given Maya or max can handle the millions of polygons in the source art, this would work. If I was in zbrush, would it make a difference? can I sculpt seamlessly across subtools? Thanks very mush for the replies dudes!
The environments are quite good, good composition and lighting but the props could be better. Also they are too simplistic in the props section. Aim for a higher polycount to show off your skills. Try making a few decent props and showing the high polygon models used for the bake.
Is there anyway to offset correctly in the W space for Max using the UV editor? I always had to use scripts such as Mesh 2 UV 2 Mesh inorder to push them via polygons into the space, but usually folding them back scaled them in size.
I agree. Just because it CAN run on a PS4 game, doesnt mean that it is a good idea to waste half the polygon budget on nothing, in my opinion :) The assets themselves looks very nice. I think better lighting could hugely improve this set :)
Those are 90% sub-d modeling. For the top bag, I did sculpt the crease in the leather where the panels join since that was easier. There might be a better way to do this with cloth sim but I just did it manually with polygons and then used zbrush for a details pass.