whoa, that looks pretty good. Do you have a wireframe shot? The only thing that is looking weird is that his face is really smooth, but you can see the faceting of not enough geometry on his hair. I would also add some little hair planes to break up the shape of the hair
I agree, Kippernicus. The rust was giving me a little pause for thought, due to the lack of contrast to the cart body. After a good sleep, though, I brightened up the rust, bringing back some color and touched up the wood shading slightly. Here is another render as well as the wireframe and UV.
What an awesome thread! Nice wireframe pics. But isn't duplicating bad for processor? I mean, the more seperate objects the more rendercalls processor has to do. I have understood that it is good to model thing in large chunks as much as possible. And duplicating increases polygons.…
a wireframe shot would help, as you could have the worst edgeflow in the world while still having remodeled the shape... we got a "how you model dem shapes" stickie in the technical talk forum, maybe some of the techniques described there will inspire you? but i think extruding isnt THAT off....
So I'm laying out the bricks for my sculpted wall, but I have a problem. So the polycount was high but it was running and so I saved. I then quit and loaded it later on and it was stuck on wireframe no matter what I do. Does anyone have a solution for this, even exporting as a .obj doesnt work.
This looks fantastic is there any chance we can have a few more wireframe turnarounds of the house with some tri/poly counts, I am very curious.... in a good way :) On another note I dont think I have seen this style in the Cry Engine yet, it looks quite beautiful.
definetly dig it, but for some reason it seems more ninja then samurai to me. Maybe because not enough cloth overlaying near the legish area or more armor, entire character is uber awesome but still feels more ninja seen this on tweak I believe as well, can we see a wireframe as well?
There are quite a few completely black areas on your texture. You could assign all of the black parts to a smaller area, or you could fill the black areas with detail. (I`d go for a combo of the two.) Wireframes and 100% self illumination would be nice. Kudos for the front, side and back shots!
Ooops sorry forgot to mention that the wireframe image is a little old and I was to lazy to render another. Those shoulder pads have been optimized alot and aren't nearly that many polys. A few other areas have been optimized as well. At this wire render, he was just under 4K polys.
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.