I believe it is done on purpose, those are meant to serve as a base to put tree geometry on top in something like Speedtree, Max, or Maya. It's so that you have a very nice photoreal base where the player is and then a less dense canopy that you build on top of that. They do have some of the smaller trunks that are stumps…
Camera based protection to clear up the seams, put a seam that run along the tube in a position where it would not be seen by the camera, put another one in the middle edge ring where the pipe makes the curve, unfold. You should get straight uvs without distortion. If it doesn't become straight automatically, try using the…
Here's my lastest WIP, lowpoly with texture and about 33k tris. Next is do a simple rig and pose this guy. @CocoaCup Welcome to the challenge, you can always continue to finish it even the challenge time is over, as long as you learn something from it. The upper body is quite big from my opinion, and the ear shape is not…
See, I hear this and it makes me think you might like it. I too much prefer things like drifting the AE86, or tuning old VTEC Honda hatches, to blazing round the 'Ring in a Zonda with 'on-rails' handling. For that reason, Shift was a lot of fun. Plenty of option to mess with cars, but still arcadey enough to be fun. I…
select an edge, click select edge ring then click connect and put in how many edges you want. assuming everything in still quaded then that'll add in new edge loops. edit: just looked again and it looks like its not still quaded :( are you using max or maya? in maya there's a cut faces tool that allows you to draw a line…
totally lost track of this thread in the shuffle. What ysalex said. :) and also how the tri's will come back to haunt you - in certain areas they will cause 'pinching' when you've subdivided a few times. So any area that has triangles or junctions where five edges meet in one vert, you'll want to try and hide in an area…
The polygon density on the face - especially the eyes and nostrils - seems exceptionally high; the wireframe for those areas is almost white. While you might need more detail for extreme close-ups, I'd bet that you could cut the polygons in those areas in half and not notice any loss of quality even in a tight shot. I…
You need much more detail in your Microsurface map. Diffuse used to contain a lot of the detail, but that's been replaced by Albedo - which should only contain colour. Normal and Ambient Occlusion (have you baked an AO as well?) are the same. Your metalness looks fine - it's just black/white essentially with some grey…
its all tris at the end of the day. no matter what game engine you put it in, your dealing with tris. an ngon is really just tris you haven't defined yet. the same goes for quads. the reason why you hear everyone pissing and moaning about keeping quads is because it makes the mesh easy to work with. selecting loops and…
The corners of the columns really don't fit the rest of the scene. I'd also seriously consider promoting them to 8 or even 16 sides, especially for the oblique on on the right side of the first image. Overall, there are far too many right angles. The sides of the curb don't have to be vertical. Consider adding chamfered…