heres the wire: Here are some shadows added. I can understand about how the higher polygon pieces are not as visible from the ground, however, would it not be fair to assume that the player will be active on the balcony level also? When creating a level/scene, do you not also open up the possibility that the player will…
Thanks man! you'r right i did keep everything subtle but maybe it was way too subtle than it should. Another thing is lighting (where am mostly having troubles), you can not see all surface details. By the way it's a highpoly model with millions of polygons. Here I did the texturing in keyshot without valid UVs to save…
Would have liked to see more polygons on the mushroom man, as well as increased subsurface intensity. The hands also bother me as they don't really make sense anatomically. The texturing says realism but the overall form says cartoony, which is an odd mix. I think you should also pay more attention to the texturing and…
I was in a similar situation, the same age as you back in 2016 when I started seriously doing 3D. From my experience, it took me about 2-3 years to improve by dedicating at least 3-4 hours of conscious learning every weekday. Just keep pushin' and pullin' those polygons. With the proper guidance, you'll eventually get…
So, I managed to find this: https://docs.blender.org/api/blender_python_api_2_77_1/bpy.types.Mesh.html#bpy.types.Mesh.loops So far, it's a great start, and I've already got the vertex colors and texture coordinates working. Apparently, I can't reference a vertex position from its index in the polygon. The documentation on…
Here is side by side comparison of same surface with slightly less polygons for test, note even though chart are showing as squares but this mesh was fixed via copy of corrupted one (the one with weird charts). Conclusion if you get this chart error on mesh dont duplicate and try to fix that as you may get square charts…
The better way to handle this is to have a different model for skin-tight clothes, with no skin polygons underneath the fabric. Any skin that does show would be welded to the edges of the fabric. You can also have a little overlap if needed, for example a small flesh pocket for an open collar. This way you avoid excess…
can someone explain to me how the nose topology on this picture works? because i cant see it, im working from the noseridge towards the mouth and im trying to follow this topology but i cant figure out how there is so much polygon faces on the nose and then towards the mouth theres less polys so it seems? breaking my head…
@cfey coming along very nice dude! few things: the top of the window, there's a seam we can see through. all of the materials feel the same, they're quite flat looking at the moment. play with the roughness values and add some more interest to the materials. don't be afraid to use more polygons. for example, the orange…
Pretty awesome tool! I was having issues with Shapeshifter's demo model. Some of the more complex polygon shapes would just disappear. http://www111.zippyshare.com/v/WdMbGDkG/file.html (You need to Reset the normals add smoothing groups after importing.) I only tried the MCG version last night. Maybe the MaxScript version…