Whenever I need to lay out bevels like that, I like to use floating geo. Just model a strip of polygons over the top of the model and get your bevel in there. It gives pretty good results, and bakes pretty well. Also, your not adding a bunch of extra loops that can mess up the overall shape when you smooth.
Next-gen characters alone can have a 10k-20k tricount, so you are well within limits. For games like Crysis or Gears, there can be 2-3 milion polygons on-screen at times, so I think you're fine ;D. If you're new to UDK, I recommend you take a look at Chris Albeluhn's tutorials.
Hey, make sure you get the overall proportion right before taking the character any further. Here's a paintover I made of how you could modify the proportions to get it closer to Sydney's figure. Your block out is also quite "blobby", it would help to zremesher it to have less polygons thus have better control of the…
Not really I fear... Organic modeling is a complex topic, I feel that don't have enough experience to teach or outline other's mesh mistakes. All I could do is pass u another link I think might help you understand how the polygon flow should be set: http://www.andrewklein.net/bh/modelingahead2.html
Cthulhu approves this post ^^. I'm currently dealing with Shapeways too, I find this 1 Millions polygons limit ridiculous, I never heard of this before. I feel like they do this to make the customer pay more by separating the models into pieces. Could you tell me how you did the hollowing ? Does it change the already…
I knocked out the initial low poly but it's sitting at only 3,060 polygons and 5,315 triangles. I think some areas could use some smoothing before I move on to UVW mapping. What would be the best way to selectively round off areas like the trigger guard oval or the top of the receiver while maintaining the silhouette?
There is a tool for this, as I mentioned. It works great for most maps. However, normal maps are quite different. The colors of a normal map are specific to the directions the polygons are facing and the rotations of the UVs. You can't just rotate them in Photoshop, without doing some careful adjustments. Some explanation…
I like the workflow in uvlayout, but the fact of it deleiting polygons and recombing parts of the mesh in ways that totally destorys the object is a gamebreaker for me when I bring it back into 3ds max. The file doesnt have any ngons or non-manifold edges, or any double faces. I checked those with stl check modifier prior…
how close will you really get ingame? that is the only thing that counts. ignore the moments when someone searches the level for normalmap errors with a sniperrifle if you really get close enough without doing any stunts so this becomes obvious, i would argue spending the right amount of polygons and meshing it together is…
Thank you two a lot! with the two methods you teach me combined i could do exactly what i wanted. Its a bit long if i have to make that for many polygons but it works very fine, even more if i get the center of the faces visible i can snap with the "v" key in the perfect center :D