Well here is what I have so far I am not feeling the molding I made on top of the tower I have to figure something out or I might do it in zbrush with radial symmetry because my polygon modeling skills in max is lacking a bit. Then I could just retopo it. Unless someone knows a better method.
Hey, Polycount virgin here. Would just like feedback on my loops. I am pretty sure that the distribution of my polygons is too much based upon my perception of the body-shapes, and should be more evenly distributed. Also, I assume the slight spiraling I have from the torso side to the front of the legs is BAD, right?…
I've recently whacked my head really hard, but don't worry I'm seeing a doctor. My problem though is my polygonal modeling. I can't even do a low poly boot. Oddly enough I can still sculpt. Has anyone else here had something like this happen, and how long did it take to get back to normal?
Hello, I have 11 years experience in the gaming industry with extensive knowledge about low and high polygon modeling. Proven ability to meet deadlines on a consistent basis. Ten titles that are on shelves to date. I'm currently looking for freelance or offsite contract work. Please take a moment to look at my online…
1) I have this model https://prnt.sc/ghu721 where it has 3.5m polygons, should i load the 3.5m model to a renderer or make a less heavy model and then apply displacement maps of the details? 2) I see many people spend a lot of time with creating good topology to make static poses without animation. I don't see why do that.
Hello peoples of Polycount! : D I'm going to make a High Poly version of this gun: Without polygonal modeling. Using only booleans in 3ds Max. Just primitves, splines, lofts, modifiers and booleans. Yes, all chamfers will be also booleaned) At the end I'll write a little tutorial about how my technique work. P.S. Sorry for…
hello i am looking for a way to generate heightmaps from polygonal meshes in Maya. modo has this useful tool to convert a mesh to brush (alpha/height Map/vector map) and in Houdini I can just project meshes onto a terrain height field and export it out (albeit only a displacement texture, not a vector one ) how is can we…
Hey guys, I just found that there're slightly visible seams in my normal map(baked in Marmoset) at the edge of UV. I thought it could be the stretching of UV map so I tried fixing it and using the same resolution for all the UV shells. It didn't work at all..... Here's the screenshot of my Normal map applied to the low…
Im getting back to max after being in cinema 4d and silo for a while and I was wondering where is the select polygon loop function? it is grayed out when Im editing my object and that is really frustrating as I want to do multiple circular extrudes and keep having to select each poly manually. I assume Im missing something…
Hi, I have modeled a vase.First version had 770 faces.I projected the details in normal map within zbrush.Then I goz into maya.the normal map applied but I can clearly see the polygons as block.There is no smoothness.I thought that I need to delete the lowest subdivision level.And use the second subdivision as lowest which…