@itsmadman - thanks for the critique. I was thinking about putting the second scene first, but I was not sure which one was better. @Chrisradsby - Everything in this reel I created 100%. In the game scene, I felt like including my other maps and objects would be uninteresting and would only serve to make my demo reel…
You have way too much geometry for simple objects. The wireframes show you have so many wasted vetices on flat surfaces like the desks. Fine a game where you can turn wireframe on or look through threads here on polycount to get an idea of what a low-poly should look like. You shouldn't really have any geometry that…
Your render definitely looks much better than your wireframe shot and clears up some stuff I thought I was seeing that wasn't actually there haha. The edge flow is a bit messy, but whatever works. If this model is going into a game engine, your low poly in your wireframe shot above is simply too dense. Most of your pieces…
Hey @"Eric Chadwick" Thanks so much for the feedback! I think the ivy is so heavy geo wise that it stutters unfortunately no matter what. I need to go back and optimize all of that geo along with some others and then re-film it, I think this is the case with alot of my work actually and I never realized it until I started…
Only thing I can suggest is in your asset breakdowns be sure to show some wireframes on some assets so employers can check the model. I've always been told they like to see things in this kind of order: 4 - 5 beauty shots of completed environment. Asset breakdowns - Final, wireframe, texture sheet At the end possibly have…
I keep hearing how XSI is cool for viewport settings (wireframe opacity as a 0-100 slider) - I love how they have the face shaded, and the body with a flat white material with wireframe, super clean. However it's sad to see how unresponsive the facial rig sliders seem to be hehe. Also it seems that they use very few…
Have you tried deleting your 6.0/prefs folder? Backup the directory, then delete it and let maya go back to default settings. If that fixes it you can copy things like your shelves from the backup into the new prefs folder. You can also do wireframes using the vector renderer. In the render properties set it to Fill…
no Just preview how the mesh subdivides with a wireframe off, see that it looks fine and no artifacting, and acknowledge/learn that ngons/tri's on flat surfaces are totally fine for most cases. in your case, you'll have some overlapping topology once subdivided due to how you're generating your support loops however.
So thanks to you guys I could get rid of the creases and tried rerouting the topology to better support the edges. but I came across another kind of smoothing artifact, which I don't know how to handle. thanks again for the help. these are current status of highPoly mesh and midPoly mesh (in wireFrame) of the slide.
Here are some wireframes: [spoiler] VCR Monitor Bed Keyboard [/spoiler] As well as these I have been blocking out my scene I am working on triplannar projection in ue4, to make the walls, roof and floor tiling cleaner. I have also started on retopping my car for a game engine