Hey this was far too long for me to spend time reading through and didn't have enough current gameplay stuff in it, but I can see why. My crit is that on the wireframe of your barrel it looks like you created a huge n-gon on the lid of the barrel which of course is a definite no-no lol.
For the normals I sculpted up the main forms in zbrush and then used mask by intensity to get the scale and bone detail. As requested some wires and just normal shots. For some reason the one with normal map+wireframe doesn't want to link correctly. Its on my photobucket if you want to see though.
Whats better Max or Maya? My unique "is college worth it" story which is so different then anyone elses story. Studio Layoffs I got a job! Thats so awesome I want to have your babies! Wireframe? Its not wrong, its suppose to look like that, its stylized!
Hey, can we can that flipped over shot with the wireframes on? I'm curious how much geo is actually in there. Unless this model is specifically going to be flipped upside down or on its side, I'd think you'd be able to cut out some tris underneath as you'd never really see it otherwise.
Think I will, only have wireframes at the moment. What kind of breakdown would I need to show though, high poly next to low poly, materials maybe? The only materials I have is a vertex paint material for the building (therefore it's quite busy) and the tree shader. The others are fairly basic.
Quick sketches from Fun With A Pencil: I was having trouble getting my topology right so I shelved the Asaro head for today and instead did a model based off a picture of a wireframe face. Making up for not posting the past few days with the amount of work I did on this one:
Yes in wireframe the number of triangles don't change even if i modify the tesselation multiplier. Seems to be hardware relative ! I gave up with the bump offset it gave me really bad result. It duplicate the texture instead of repeating the last displaced pixel. While with tesselatation the last pixel is used for the…
I personally would be interested in seeing a closeup/ breakdown/wireframe of your chinese pagoda style roof, I tried modeling one of them two years ago and got rather frustrated lol so have always been interested in seeing how people have done them since.
The resolution looks a bit high so far if you want to finish with a complete character at 1500 tris, including the body. The topology could use some fixes, especially around the mouth, if you are going to be animating the expressions. We have some wireframes here that might help. http://wiki.polycount.com/FaceTopology
Hey everybody, thanks for the comments! Here is the reference I am using for the gun: It is a movie replica of the gun. I've also got a great turnaround of it as well. Here is the wireframe of the gun. This is the High poly. I started out with box modeling and turn on NURMS subdivision when I want to see it smoothed.