MoP, thanks, lots of good info! Thanks for taking the time to type it up. Hinging polygons rotates them around an edge and creates new polygons that form the sides of the hinge, connecting the selection to the object. Great for things like making alcoves in walls. Outline lets you increase or decrease the outside edge of…
What to shoot for? I'm currently modeling Q3 characters at an average of 2200 polygons, that's only because of current hardware standards. I shoot for 3000 - 4500 for UT200X style character. If you wanna push your limits to the engines on the horizon, aim for 5000 - 8000 with normal maps from unlimited high polygon…
Hey Austin, I'll go through your portfolio and let you know my train of thought! 1) Cannon: Looks neat. The rope couple use a lot of work in the texture department. Probably would be a good idea to straighten the UV of the rope and increase tiling on the rope material in Substance. Try having your rendered wireframe quads,…
Thank's for the answer guys ! After further investigation, i found out that i just need to use nurbs, wich is kind of the equivalent (as far as i understand) as surface models in CAD softwares. I sent a polygonal subdivision model converted to nurbs in Maya to my machinist, and apparently it opened as a surface model in…
Eaven though i am sitting next to you i'm going to take this oppertunity to comment on your model. So you can put my views in perspective. I agre with Flewda about saving some of those polys in exchange for normalmapping. like for instance behind that doorhandle. And i absolutely think that you should check you r model for…
Actually it wouldn't happen, those polygons would still be culled/clipped, but you would waste a huge amount of resources simply looping through and checking the polygons in one huge mesh, even if you're only going to be viewing a small part of the mesh at a time. By applying per model culling, if a model is deemed to be…
That's not bad for being self-taught. But you need to cut on polys if you want to stay low-poly. I made an image paint-over to give you some crits. Also, if you don't know already, games typically only accept 3-sided polygons (triangles) and 4-sided polygons (quads), so make sure you have no polygons on your model that has…
Playing a bit with my high polygon version in ZBrush, doing some polygon painting. I'd love to be able to transfer this texture over to a texture map, but I think I'd have to import a retopologised mesh that is the final model with UV's and project onto this mesh for shrink wrapping.. The polygon painting would probably…
poopipe Alex Javor kanga Thank you for your advice! I made a thorn with Sculptris Pro and Snake Hook. I challenged the masking you taught me. I couldn't make an accurate mask... I was able to reduce polygons with Decimation Master. Do you have any problems with triangular polygons? Is it not necessary to make it a square…
Hey Revel, nice character concept. I'm looking forward to seeing the end result! You've managed to keep a nice low poly count on the model so I would first like to commend you on that, all you need now is to work on your polygon distribution. Just a quick tip, always try to keep your polygons square, and similar to their…