way, way, way to high of a subdivision level for what you have. You need to try to lock down the anatomy and structure in the lower levels before going anywhere near the number of polygons you have. Detail is last in order of priority. Structure first. For example make sure the skull is appropriately shaped before you…
I'm quite happy with the design now. Still got 254 triangles to play with - I'll probably use most of those for effects like a blurred rotor-pattern and shooting effects. I'm going to try to do the tail-rotor hole with alpha texture rather than polygons as I think the 1024 poly budget is more restrictive than the 2x512…
Hey conte, how are you able to capture the proportion so precisely? put the reference side by side? Also made some adjustment and added the wireframe. I do realize there are lots unnecessary polygons but I will learn to retop at a later time. Added the sash, and I guess this is a good time to ask how do I make cloth look…
If you aren't playing this game yet, you are a terrible person! The press has been giving it lots of love. Polygon's coverage in particular has been pretty awesome: [ame=" https://www.youtube.com/watch?v=uE2Ii1kMt5Q"]www.youtube.com/watch?v=uE2Ii1kMt5Q[/ame]…
You really, really can't do the "shove together" thing on a rim that is made out of one piece, I can tell straight away and it looks bad. You're also using waaay to many polygons on the rim itself, they are not helping your silhouette at all so they're not needed. Especially with rims you can get away with keeping things…
@switz: thank you :) yes that's right, most of the ornamental details I start by creating the shape with splines and then convert them into polygons. So from there I have a flat plane with the outline and from there on add in edges and drag these out to get the 3D shape. @Minos: Thanks, great job on you throne room scene…
I'm with snader, not seeing those polygons used so much. But I think reference is a bigger issue. It seems based on one of the Olmec head statues (not mayan, whole different group of people). Those have detailed helmets, all around detail. So I feel that just throwing that whole area away with a brick wall on a cylinder is…
Resym is pretty finicky about geometry. I suspect it's not going to help you much there. Mirror and Weld on X and Z might be a better bet. You'll need to delete your subdivision levels, but once you've got your model looking suitably symmetrical, you can simply duplicate it, Zremesh it at a manageable polygon count and…
Looking good so far. :) I like the globe in the centre - though it feels like it should be translucent? You might be able to find some tutorials on Unreal 4 to make holographic materials. You can add more polygons to the circular tunnels/doorways - you can see the faceting quite harshly; unless your polycount or art…
Fairly straight forward hardsurface task from my POV and very likely there wont be a specific workthrough online for you too follow. So I'm curious whether you've previously modeled an object of this level of fidelity, polygonal or otherwise? It's only because I see a couple options at a glance how you might proceed…