I love Ben Mathis's site, every time I have a question I will check there first. [ QUOTE ] 1) Everything does NOT need to be one continuous mesh. [/ QUOTE ] I guess it has kinda stuck in my head to extrude everything rather than to combine. From now on that will probably change. [ QUOTE ] 2) Too many polys where it doesn't…
Alrighty heres a scene for my portfolio. If you've seen Star Wars then you should recognize this. I'm a huge Star Wars fanboy and am proud of it. As it stands I have the models done with the exception of vegetation and a little bit more clutter. Textures on the way. No sky box yet, I will add more polys to the terrain, I…
Ok I need help. I've made a high poly version of my vaporator and have been trying to use maya's transfer maps to bake the normals. Its almost worked but has screwed up while baking. All the new detail on the high poly version which is mostly straight edge loops is coming in wavy in the normals. I also made sure there is…
Here's on an update, texturing is around 80 percent done. Not all the objects have textures on them yet and hoping to add more detail to everything else. These are just screengrabs so no lighting yet, high quality rendering was on causing some lighting seams in the pix. You should be able to spot a seam in the skybox,…
1) Everything does NOT need to be one continuous mesh. The wasted time and polys are not worth it. Let me guess some know it all teacher told you this is a hard and fast rule? Ask him/her why, and keep asking why until they can give you a solid answer, I haven't found one yet that can. Chances are its just some myth they…
[ QUOTE ] So where should my polys go in this object? Its stands around 1800 and will lower now that I will just combine the small tubes instead of extruding them. [/ QUOTE ] After comparing your high poly version to the ref photo, I would suggest going crazy insane on the high poly detail. You'll more than likely only use…