Why don't you just show the lowpoly wireframe? (At least I don't see it...) That will make giving suggestions a bit easier. :) ~7k for an object like this seems a bit high, all depends its importance in the scene of course, but mostly I think the issue is seeing the lowpoly, and finding areas where your extra polygons…
Hi everyone! My names Jonathan Agueda, currently in Orlando, FL. I'm enrolled to The DAVE School located inside Universal Studios and have been doing this work since March 2017. I'm also doing freelance work for Pixel Perfect Polygons on "Our Ghosts of War" and for Monkey Punch Studios on "The Government Experiment"…
Well you retopo before you unwrap. Could it be ther's a confusion about the terminology? What is the 150k model to you, a hipoly or a low poly? To me a hipoly is a subdivided mesh with hundredthousands or millions polygons that is used to bake out maps. But if you indeed made a car for a racing game with lots of geo…
I'm no expert myself but "low poly" and "13 317 polygons" don't really go well together aswell. Are you sure about that count? Looks like thats your high poly count, which is meaningless here since I assume you only used that actual highpoly to bake maps But that's just a small side note.
Select the object you wish to display the normals on. Go to Display -> Polygons -> Face Normals/Vertex Normals What this is actually doing under the hood is changing your "Mesh component display" attributes on your model. Go to your model's Shape node, go to Mesh Component Display and you'll see "Display Normals" and the…
It's hard to say if you're on the right track without seeing it. It really shouldn't matter what you start off with as long as the final edge flow and polygon distribution are solid. You can hack in edges and loops wherever you need them to be, you don't necessarily need to chunk up the original primitive to give you more…
The shield's octagonal shape looks very odd; octagons are OK if you're going for a post-apocalyptic world where they're made from stop signs, but odd otherwise. The inner boss seems to contain most of your polygons, yet it's contributing almost nothing to the silhouette; you could get much the same effect with only the…
The poly count seems very high for what you have. You appear to have spent most of the polygons on the hilt, followed by the holes in the blade. They really could have been better used smoothing the curve of the blade, and to a lesser extent on the basket hilt. From most reasonable angles, the holes in the blade could…
I don't know if it has come up or not but your poly counts are 2 - 3 times too heavy. I did read a little of the thread and saw the point made about your teacher telling you to do some things a certain way, so if he was the one that told you to follow these polygon restrictions he was wrong to do that.
That makes sense actually, never thought about it that way. Maybe I don't need to try to reinvent the wheel with my work, and just make a polygon amount that will suffice. I'm certain I won't disappoint anyone with something good at a lower polycount than something horrible at a higher one. @ Zip I think he meant…