@Revel: I made the lowpoly to use the smooth or subdivided version i think its the easy way to model that think, but like @oglu said my mesh dont match exactly the concept, i think it would be solved smoothing to have more polygons and moving some vertices so the holes are exactly like the image
These. For example, advising someone about how a certain sculpting program might behave when using stretched polys during the actual sculpting process could be some beneficial advice for them to know beforehand. But if the only message that gets across leads to them believe that stretched polygons are bad in general, then…
Just a small update! The past couple of days I have been working on the clean-up of her mini-gun. Main form and elements are done, now I need to add the secondary details. P.S. 98% is made in Zbrush and it is more time consuming that I though, however good practise with polygon modelling in Zbrush :D
So, for example, in the first image of the thread you tiled a texture on the floor, made a division and took the polygon on the right and vertex painted it yellow or did you have to make two divisions very close to one another? Also, how long did the whole scene take to make? I'm really impressed with what you've done.
I have learned how to model and master 3DS Max as well as I can. I can make the most basic model for a game with the fewest polygons as clean as it can possible get, or an extremely complex model that is very clean than UV map and texture it; I can even do some basic animations if needed.
Still having the same problem in 2016, zremesher always remesh ''too hard'' even if I check half. On a 35,1 M polygons I check half and it gives me a 65k poly mesh after it. I'vm on Zbrush 4R7 P3 and I've reinstall it once and I'm keeping the problem. Anyone know how to fix the problem ?
Remember that, you don't necessarily need hard edges on UV seams, but you need UV seams on hard edges. Considering this low poly head of your character, it could be just smooth all over. Because there most likely isn't polygonal angles smaller than 90 degrees or greater than 270 degrees.
I wish the West had a Arc System Work's equivalent. :s Photorealism is cool, but it's equally as nice seeing developers push stylized visuals to new limits. Lab Zero Games and Studio MDHR are possible contenders, though what makes Arksys special is they're literally getting 3D polygons to match 2D artwork.
That waviness is normal for cylindrical surfaces. It's because you are baking a perfectly round surface down to a few polygons which have a much more angular curvature. The solution is to increase the number of sides on your cylinder.…
I voted too. Truly astonishing, when considering Blender's new RTR engine is actually capable of previewing PBR materials accurately enough as to not having to hit render at all. I'm only a partime Max user and really just for polygonal hard surface modeling, at that so I hope ADSK for everyone's sake are taking note.