Hey there, a few things! @musashidan is correct. Personally I measure in tris, not polys, since it's more precise. So If you're making an asset like this for your portfolio, I'd say you could go up to 1000 tris (maybe even more). You should aim for little to no faceting on your model and see what tri count that gets you.…
Oh I see... To recalculate normals you'd have to go to the 'mesh' option on the viewport header. Go for mesh > normals > recalculate outside. That might help sort the surface out if that's the problem at all. As for the tris. There's one way I know that works for now and that's by converting your quads to tris, which you…
I figured, the poly count couldn't be trusted. I also found out through further research that a fully triangulated model seems to have the same amount of polys as it does tris. The source of my confusion is Valve's item "Poly limits" for TF2. On the workshop site it says: "Keep the polycount similar to what's already in…
No VPN. I tried disabling my firewall, no change. I'll call my provider tomorrow. So here is an interesting thing that makes me think it still is an HTTPS/HTTP-issue. I tried opening an image on Polycount in a new tab. The link to that tab was HTTPS, I changed it and the picture displayed just fine in the tab. It seems…
Hi guys, Max: I used a single smoothing group for all the polygon faces in the editable poly before the TurboSmooth (low-polycount sphere), then I tried it again with another editable poly after the TurboSmooth (high-polycount sphere), but the "corners" remained in each case. I also tried different amount of segmentation…
I am by no means a character artist, but I have had experience making a few characters and having to rig n skin them.....and what I found is that generally a few tris here and there are OK, as long you dont have them in areas where you'll have deformation such as joints or areas on the front of the face. If you must have…
I wonder what's the best solution currently? I mean something like this: https://youtu.be/rgSq0jq5DzY Form what I see in this video it's a perfect workflow. But I'v never tried it in MAri myself. Is there other perfect solution? Sadly I can't find any decent replacement with Adobe or other tools. I use Substance Designer…
I'm using Max9 + Xnormal So when i render my normal map I have a couple of pieces end up rendering out backwards? I'm not totally sure what is going on. The geometry in question was mirrored so I thought that was the cause of the problem but there's other geometry that was also mirrored in the same uvmap that renders…
Hey everyone, so i wanted to work on my textures and all that jazz but i need to get my modeling mastered first. i have a couple of questions concerning. Tri's and (i dont know how to word this) but how the uv's are set up? or diff style of uv's? i have picture examples. picture 2 is a barrel and the uv's are all right…
@fdfxd2 Thanks! For me I had old work on my website with a private link that I could quickly throw up onto the screen. Prop Artist positions are rare(r). I know Ubisoft and Cloud Imperium offers them quite often. Rebellion has offered Photogrammetry Artist positions in the past, and many roles at outsourcing studios will…