0. Locking normals is important, otherwise the vertex normals change when you triangulate the mesh(which causes shading errors). Though sometimes Maya gets all cranky when doing this. Skip this if its making things worse. 1. Not sure what you mean. Post some images to explain? 2. 5000-10000 is about normal for current…
Hello lovely people of Polycount! I've been trying brand new style while doing visual research on some real life robotics company to add realism in my designs. Ive been doing series of characters and just to share a peek at what's upcoming :D As always, crits welcomed! also, hurray for 50th post! (That nobody cares about!…
I used to do similar things back when I switch from mudbox to zbrush .Probably done more then 500 alien heads and creatures .Its good for training your imagination but it doesn't teaches you important design principals, structure, anatomy and so on .Why don't you pick someone like Bammes or Hogarth and learn how to…
Hey guys here's a quick update on the retop and on the orientation. For this project I'm working to a 12,000 Tri limit so any modifications I make will have to be under 500 Tris because I'm currently on about 11,500.
Ahhh so your in it for the survival challenge? It would be quite the experience to live through one of those but one screw up and its all over. Like wanting a Twinkie Though in just about ALL zombie films and ALL zombie games they lie! its Impossible for a zombie to run at you, rigamortis says no, gums should rot out and…
oh thanks good to know! atm its around 4000 triangles. I think i'm going to go for 5000 and try to get as much out of it as i can. I think she can use a little more triangles around the hips to make it look smoother.
Worked on the texture with dDo (first time I work with dDo): I also did a quick block out of two additional buildings: UCS Civil Production Facility (which contains the Energy Transmitter) UCS Supply Depot: As this is planed to be importet to the Galaxy Editor to server in an RTS I don't strive towards ultra high details…
Ok so this guy was textured completely in Quixel and Zbrush as we wanted to play with both Quixel and Substance. Again what you see are 4k maps and around 50k for the whole uniform.
It is a bit above 600 tris in my opinion, but everything depends on the other parameters too. Like neither its 10 or 600 or 5000 tris, it will be free if you use simple mat and acceptable texture res, but it will be super expensive if you add a material to it that use 2000 instructions, or if you add 8k textures.
whats the best tool (around $500) for texture painting (both low and high poly, mainly for organic stuff but also hardsurface and others)? i have ZBrush, can't afford Mari.