Dan! - That is hot. Did a quick paintover for some possible ideas to help reduce your polycount. Right now it is really, really high looking, possibly because you may fear loosing some of the forms you modeled in. Most of the shallow shapes can be treated a a single plane and normal mapped without losing any of its visual…
Monolith - This is awesome ocarian - Great stuff looking forward to more! jramauri - Love them all :P Question for you if you have the time. Polycount for this guys should it be lower or you think am on the mark? Also join deformation loops any tips would be great :P Cheers!
Hi Guys just recently joined Polycount. what an amazing website i must say. I didn't get enough time to enter the brawl competition but i thought i may as well upload what i have been working on for the last week. The wip will follow next.
Yeah, this thread isn't really for proper crits is it? And checkout your dic(k)tionary dude. POLYCOUNT "pol-y-coun-t. "To draw weird penises on others creations"" What i'm a bit concerned about is the lack of big nasty vagina in here! Shape up people :D
I'd do the metal rims as separate meshes willy. That way you avoid extruding cuts you've made on the main barrel, which is really gonna add to your polycount, and also then you can rims with far more segments, which would give you a far smoother look.
This is why I come to polycount... To say thats 11k tris is insane, really, really insane. It goes to show you really don't need to throw more and more polygons at a model when all you need to do is improve your workflow of the low poly and render to texture. Amazing.
blitz - why the #%^@ ARE THOSE JEANS SHORTS SO DAMN REAL!<3 future-fiction - I was hoping I would see her again.The face looks amazing.All the soft color blends.Very anime esque. tacit math - Are those fullblown sketches or sculpt/2d?? Polycount is so beast.
So i'm new to Polycount and I'm not 100% sure if this is where I should post for a critique. I'm working on a few marble textures ATM in UDK and was looking for some help to make them better. Currently I'm only using a diffuse and spec map. Any advice is greatly appreciated, Thanks :)
Hi everybody! Got back from vacation and feel refreshed, finally sat down and finished this plant of mine. I have more screens in my sketch thread. Looking for some C&C, please and thank you :poly121: PS: Soooo much good work in this thread, thanks Polycounters for the inspiration!
@GoSsS: Don't know the exact polycount at the moment, but really low for a guy working at Crytek ;) One can fake a lot if the camera Angle is fixed.. used unique cages quite a lot. I used one 256x256 for the ground, one 512x256 for assets and one 256x256 for self illuminated assets (windows, candles).