Hello, I am the Lead Artist for Insurgency Mod, which is a modern infantry combat total conversion for Half-Life 2. The website is at http://www.insurgencymod.net - you can find much more information about us including features, FAQ, and general information here. We have quite the talented and experienced team running the…
TL;DR: Make a lowpoly (under 200 ▲) arm before the 12th, and win Portal 2: the final hours. [excuse me if this is in the wrong place - I know there's the LPC forum but AFAIK that's only for official polycount challenges. you can move this if necessary] Before I went on vacation I challenged people in the lowpoly thread to…
There are a few discussions on how to do holes (circular, polygonal) into a single quad. However, the workflow gets quite manual and requires quite a bit of planning and edge loops if you are completing the following specific objective: Repeating instances of a polygon hole into a surface that consists of multiple…
Hey all. I've been working on a game for the past few months, and have been having some trouble adjusting my high-res character modeling skills for lower poly stuff. (You can see examples of my high poly work here). I've been trying to find some clear numbers on what games of various quality-levels tend to have in terms of…
HI All, I don't believe i've posted anything in a particularly long while, despite being a member for quite a few years. I'm currently working on a portfolio and with that i'm trying to learn new techniques and expand my skill base as quick as possible. I can handle lower polygon models with ease , but my experience with…
Have a look at Maya's reduce polygons tool. That seems to give the most control without simply creating a holy mess of triangles (you can restrict it to keep quads as much as possible and mask areas or weight paint the effect. It's pretty good for recreating the quad topology of subdivided meshes. But it can also work like…
Negative scale mirroring, in my experience, is bad mostly because the normals are flipped. Most games render polygons only single-sided, so you end up with half the model looking inside out.
Posting this here to not spam 999,999 peoples' emails. I know you're all working away nicely on your stuff, and you were interested in seeing some pictures using Marmoset IBL in Unity. Only complaints I have are the lack of interaction from realtime lights to the IBL components. I tried the "Hard Surface Shaders" and it…
oh it absolutely is a positive move! But for a future tool perhaps. Or in a different workflow. Numbers are very impressive. we artists are thrown "gazillion of polygons and dozens of megapixels texture sizes" and we are easily impressed like little kids. Because we are :) "Extreme nanopolygonal vectorized sudivisional…