For the first environment, I would say get some bigger sculpted details to help your normals pop more. This will also help break up the lighting on the surfaces and help to contrast against the high frequency detail. For the manor area, I like the detail you have on the ground. The decals, leaves, and brick textures mesh…
R_fletch_r - In theory, yes, but I reckon you'll need a whole lot of tesselations to get a decent amount of polygons to dynamically grow an entire tree - and I think hair would be even more expensive (I think using splines will be feasible in the close future, though). It could, however be used in combination with a simple…
While technically (fairly) accurate, your modeling doesn't lend any insight to your modeling ability beyond placing primitive shapes. As in, it's all boxes and cylinders. Throwing around this level of polygonal detail I would at least expect some close up of custom model work of mechanical bits on the crane, for example.…
Grab the UV shell(s), to be safe do this in polygon with select element mode enabled (next to polygon button at the bottom left), press w, then type in 1 (or -1 if you want it to in the other direction) down here.
i have this tipe of shadows in my model its like polygonal or squre shadow i try use standard and photometric light but the problem still there, i try it flip polygons but i cant fix the problem thanks a lot for your helping :)
Alright, I just got an art test guideline and it states: "Structure polygon count: 5000. Please provide one LOD that is ~1500-2500 polygons." Now, does that mean a 5000 tri structure or does it mean 1500-2500? Any help is much appreciated. Thanks.
I update script to version 1.3. Now you can sckip vertices, edges and polygons in RIng mode, and Edges and polygons in Loop mode. http://www.scriptspot.com/3ds-max/scripts/skip-every-n-th
You can mask things by UV island or polygon element to avoid bleeding. Create a mask on your layer, then use the Selection tool (4 on your keyboard) to paint a mask using polygon/element/uv selection.
not a stupid idea i believe it could be the next big thing that might replace polygons for many tasks - not just for modelling. being able to define a volume should help greatly with character setup, for example. polygons are such a hack.
Hello I had a scan, few milion polygons, i "converted" this (retopo etc.) into a lower poly version of 10 000 polygon and Diffuse, Displacement (32 bit EXR) and Normals maps (the "standard one" - purple-ish :-) ). I deleted the original scan. Now i "discovered" that i would like to have also even lower poly version of this…