How does it seem like a plugin? The modeling toolset is just as complete as Maya and that hasn't been updated in a while either. The texture editor has gotten pelt mapping along with several updates since. Polygon modeling tools have almost come to a standstill it seems.…
Polygon limits. Deja. As to the nopice isue, part of it is you have to think at the distances this will be seen, as well as the fact that in most cases, these were homogeneous, rough castings with two coats of paint. The Soviets were never known for their level of commercial polish. Maybe the paint should be pushed more…
"Model the tree in under 2000 Polygons, using two 1024X1024 tiling textures (one color map and one normal map) for the bark" So does this mean I dont make a high poly version and bake the normals? Do I just use crazy bump to create the normals? I am really confused about tiling....
Hey everyone...here is a quick update of the model I ended up remodeling the torso since I hated how it was coming and opted for a more heavy metal look :) I am about to work on the arms as soon as I can find an optimal look for the polygon flow...and then I am going go for some optimisations. stay tuned
It depends on what platform you are aiming for. If you are aiming to work on the new badass games then people usually aim around 10k... however it isn't really all about amount of polygons.. it is how you use them. Just because you can use 10k doesn't mean you should if you can't get enough out of it.
I think adding eyebrows could make her look more feminine as well. I would take those remaining 15 polygons to round out and improve the shape of the hips/butt area, to balance out her figure more... and maybe make the underside of the boobs less pointy too. You're not at 500 yet, so make the most of it!
Cody: uvLayout on the base, 4x subdevision AO map + Cavity map (polyboost) as dirt layer - colors are plain even though the UV is complete and propper. Regarding polygons: its a 1x subdevision (ala turbo smooth in 3dsmax),- for movie shots we used 2x subdevisions. Will post another test as soon as I find some spare time
hm, no responce! ;D ~2800 polygons. He's Almost done texture wise. Some ingame shots of him as just a posed prop in halflife2: Yes, I realize his wrist looks broken in that side picture... it was a quick pose. I just wanted to see how he looked in source as it tends to water down normal maps.
Haha what a bunch of A-holes :P Obviously it does depends as there is no such thing as a polygon count per console, but if it's the lowpoly specs thread you are looking for: http://boards.polycount.net/showflat.php?Cat=0&Number=87756&an=0&page=0#Post87756 It's in the archives section, and for some reason you can only…
his mouth seems almost the same as an insflatable doll , the eyes are also weird, like you cuted two holes and added some slight bevels around them. The face looks really muddy and i can see you are using lots of polygons but havent played with making the shapes be seen before the detail (wich are also almost inexistant ).