Saw this on 'Lopers, but I might as well post here. Looks great! Mapping could do some work in the third shot, and I don't like the textures for the gattling gun, primarily the top left hand. It looks like it could do with a few more polygons to make it smoother.
Congrats guys! I'm probably gonna pick this one up just to check out the art for it. and common, adam, you can model an environment for xbox, but you can't model one for ps3? don't polygons act the same in both codes? I think the game looks great.
How about a Toyota AE86 in 500 tris or under? I'll gladly accept the winning car as a donation to use in a game ;) To make things more challenging, drop the poly count even further. Make say, a car, or boxer, or shark with 250 polygons, as opposed to the 700 in other challenges.
This is all I see really and would use. I would swift-loop-delete the loops I don' need and/or delete the polygons I don't need and bridge to the other Spline. Honestly, Max is bad and can overly complicated stuff for us, but it's not THAT bad, and if anything, Splines are it's forte.
I could only grasp onto selecting UV Vertices in Texture Editor then going to: Edit Polygons - Texture - Copy UVs and UV Sets - Copy into New UV Set - Prompt Box It works! Not certain it's the best way, but it's the only way I understand for the time being. Thanks!
- an updated .3ds exporter for Max - an updated .obj exporter for Max that would make it much easier for me to work with sdk's, and the files people send me. - a standalone polygon reduction tool - a simple application for 3D sculpting Jogshy's Xnormal app solved most of my other frustrations.
Seems to me that you have a fair amount of wasted polygons on top of what has been said. That sphere on his side for instance is way too high poly. If you were to work with it some you could add in some polys to the armour so it has an actual silohoute.
isnt it easy to make cellshaded objects?? i mean, same object, twice but 1 of them is abit enlarged so its a gap between the copies and flip the outer object polygons so its visible only from inside (thats atleast how it works in source engine).
Definitely looking really good. totally diggin the proportions and overall use of polygons, but just a side note...personally I would just scale down and decrease the width of her biceps in the front view and maybe the side view aswell, but just a bit....good stuff so far....
My guess would be that without triangulation you might experience shifting triangle splits. Maya always places the hidden triangle splits along the shortest path, and since animation = polygons deforming the triangle splits might shift. Haven't studied this in detail, but I believe this is how it works.