You can use N-Gons for subdivision modelling, but generally speaking, you should avoid using N-Gons when the model has to be handled by multiple programs; different renderers triangulate meshes differently, and this can create artefacts if your renderer handles the triangulation of N-Gons differently to your 3D modelling…
Finally finished a piece that I started about 2 months ago (way before I joined Polycount). Mainly with this piece I was practicing on camera placement, depth of field, multiple material layers etc... This was created in 3ds max 2013 and all textures (except for the map, which is the "USGS - US Geological Survey" and table…
Hi everyone, Today a little bit more about the robot :) Firstly, I projected my concept on a lambda character. It's to help to get some volume on the plates. Now, it's more easy to start a retopo. It's exactly the same thing that create an armor. :) On each body plate I used triple edge technique with a blinn material for…
As far as I've seen some environment shots mostly the beauty shots count. So you basically want to show the best parts of your environment, like some awesome waterfalls you created, or a cool looking ruin with crazy light effects, or whatever. As I remember correct none of them showed any shaders or something like that.…
Those can either be generated automatically (for example, by using ambient occlusion baking with negative threshold in Mudbox or xNormal) or by hand (easier in an application like Mudbox where you can paint right over the mesh in 3d, but if your UV layout is simple or you know your way around it well enough, then just add…
Thanks for the comments. With midpoly cars like this one i would say that using sub-d meshes as a base is quite easy. Just imagine you would have to use poly by poly modeling, traditionaly where you create new polygon, then you divide it to many more and move them around. Would be insane to do 30+k polygons smoothly. Good…
Hey guys! Thanks for the critique. The knife is definitely higher than I desired for the final polycount. I'm going to do a LOD to help with that. As for the breakdown, I decided to put back the mosaic of textures for the knife and add a wireframe layout on top of it so I can better show UV usage on it and give it some…
I loosened up the edges on the high poly as much as I could without making the metal plates look pillowy. I also rounded off the base of the arms holding the rear ring to make the silhouette less blocky. I did some work on the specular map and material. I also removed some of the grunge and I'm still going to work on that…
Man, I wish I was more clear in my posts. That's why I asked which one is it? Tris or quads? 150 tris is 150 tris...150 quads is 300 tris. When modeling your low poly you want to keep an eye on tri count not quad count. This doesn't mean model in triangles. Just remember that one quad is made up of 2 triangles. You might…
Awesome! When I first opened this thread I thought the top pic was some concept art! Have to agree with Tobbo that the water doesn't quite fit the scene. But, having worked with them on scene myself, I understand water shaders are a pain in the ass. The colour is ok, just the ripples look too much. But that is a minor…