I had some fun with my 120 triangle aircraft crews textures MIG 21 120 tris Red Barron 117 tris Dralthi 116 tris still the stuka is missing and i would like to have some pickups
tricounts from left to right, 117, 122, 118, 158. Lods i doubt, but maybe very simplistic ones. I thought the same about the solar panels but idk, using more texture space would suck. They're all on 128x128 atm. Currently working on a launch vehicle
Dude, those hands are tiny and uninterestingly modeled. I also reckon you could optimize a bunch by removing the symmetry lines. You also have a couple of loops (like where the belt would be, and the mouth-cheek loop, plus some 'half' loops) that aren't pulling their weight and should be optimized. You don't need to add a…
sorry didn't mean to sound rude, just too busy right now to give vig'esque criticism... i'll try to sound less mean next time. no real criticism yet either, still working and it's 00:28 over here >_< but some reference i can share... http://www.oellermann.com/files/active/1/18_small.jpg you're eye has a lot of white, which…
[SKETCHFAB]87d7c3517c014391966f0d0e26f8c108[/SKETCHFAB] [SKETCHFAB]3ed9f08f8836438f984e370713e9ce76[/SKETCHFAB] 1220 tris for the female, 1154 for the male. I could probably reduce them quite a bit, but I want the extra polys to avoid distortion when animating.
Erhm.. here? @johnnysix: Kinda big critique here, wish I caught you earlier, woulda saved you some time. Anyway, you're approaching this wrong from a couple of angles... Firstly:Models. You're way overusing polies. You don't need to have every tile on a polygon, and you don't need all that many cuts parallel to the risers.…