I would love to finish the Iron Giant but I can barely even open the file anymore. and any 1 process (i.e. append to polygon tool) could take anywhere up to 10 minutes to load. I can't find a solution :neutral: Trying to open it now so I can take better screenshots
Select the polygons that roughly covers the shape. press detach, check detach as clone. now you got a new object with that shape. Adjust the vertices to your taste and then apply shell modifier. Sorry, I was assuming you have the facial features in the topology of the face but its not the case so you need to move some…
i'm sure this is a obj problem because the sample files works properly i'm export from 3d studio but i have found no infos for correct parameters. i have tested, with and without triangle and other options but no work or it is a option in the edit polygon modifier ? i don't know... and i don't want buy maya :)
Sound like most of details have to be in the geometry itself also you can bake AO and multiply to diffuse old gen magic Why dont you ask them about the normal map ? Do they want PBR or what other limitation do you have -> is there polygon limit , is it for real time or just offline renders ?
Thanks for the upload ! Topology looks very good to me. Indeed the butt could use a few more polygons but overall I think it's a really strong base mesh ! I love to see that kind of work, it reminds me times when topology and base meshes were super important back in the days when there was no zbrush yet.
If you want a normal tiling texture, you would have to use a separate texture, but you can use that texture to tile by creating an extra uv seam where ever you want it to tile. That works well for this building, and does not add too many extra polygons to the model, but this approach isn't ideal for every situation.
Its all polygons and vertices in the end. Sometimes its quicker to make a model with dynamesh. Sometimes you have an existing basemesh that works well enough on its own, sometimes you have to create one. (You can replace 'quicker' with 'better' too; when revisions are involved it can be easier to have lighter geometry)
This is looking pretty nice, but the face could use a little more work. I don't know how closely you were planning on sticking to the illustration, but there's a gauntness to it right now that doesn't quite match with the rest of her body for me. I also think it would be worth the extra polygons to give the wings thickness…
A minor note for future weapons, the bullet is typically copper-clad as opposed to the brass of the shell casing. The third image is an unflattering view of the weapon; it emphasizes the polygonal nature of the foregrip, something which wouldn't be noticed in the first-person view or even in any of the other close-up…
Triangulate the mesh maybe? I'm not sure if if the vector text to polygons has made an ngon for the top face giving that shape such as O, I remember getting similar problems when I booleaned a plane few years ago. If you had a way to rebuild the mesh like dynamesh or blenders equivalent that might fix the problem.