Your stuff is gorgeous, but I have to agree that more wireframes or at least tricounts would help a lot. And personally I like the thumbnail version of the website better, just bigger thumbnails please.:P
BradMyers82 the wireframe looks good,i dont see anywhere that might give problems when animated. I love the specs btw,they are really tricky to get right. Keep up the great work. :)
cheers :) UDK is a bit of a ballache to get propper wire frames going so until i get marmoset i'll just leave the wireframe from the normals bake above as is. Here're the flats for the mech:
Unweld a vert and your character bleeds out... Make sure to mine HippyDrome for all that is there. The grescale on the wireframe gives you weighting information which most people overlook and just oggle the pretty bending.
maybe if you could post some wireframe shots so we could comment on your polygon use, and some pictures of what its meant to be, so we can make an accurate comparrison?
Its not and update but i want you to show some of my models with wireframe etc. Nothing special tho :] . When it comes to my environment i'm now detailng the indoors :] . More soon as possible :] .
Thanks Sage, here's the wireframe and the reference. It's an old Pump Station in England, built in the mid 1800s. I'm trying to go about this using a modular system, here are the pieces that will make up most of the building.
Sze Jones (from Blur Studio) is always doing a great job with her female characters. I'm used to watch her wireframes before starting the retopo. http://szejones.cgsociety.org/gallery/ http://szejones.com/
Yo mom's wireframe so ugly Maya doesn't understand how to render her occlusion map. Yo mom's so noisy sama.van have to create some Melscript for keeping cool Maya.
Love the content and presentation. You should add wireframes and textures to show how you made the scenes and props. We can't really see how optimize the meshes and textures are. Adding your r