Hey all I'm trying to learn the proper pipeline learning process for making my models in max and bringing them into Zbrush or Mudbox to make textures. I have attached 2 renders, one is for the Low Polygon In Game Model and the other is super high-polygon version that I'm trying to get right.
Does Modo handle high polygon counts well? Max can handle 10th of millions of polygons easily. There was a chart somewhere that showed comparative viewport performance for high poly scenes. I believe max was best, but I can't remember Modo's performance.
That's to do with your polygons not being entirely planar individually. Smoothing groups would solve most of that, but yeah, it's generally a good idea to make sure you don't grab one vertex of the 4 in a polygon, and move it off - that's what would cause this in most cases.
If you're going to polypaint those I would recommend creating a duplicate mid poly with a uniform polygon density so all the pieces subdivide evenly. Pretty easy to set up, just add a bunch of edge loops till all the polygons are square.
[ QUOTE ] HOWever, Blender can only push a very small amount of polygons compared to mudbox and zbrush, so it makes it hard to use it for what it is there for. [/ QUOTE ] In Windows that is. I've heard people achieve 4-7 M polygons when running Blender on Linux.
if this is going to be animated (which i assume it will be) it could use a lot more polygons, for detail and deformation, its hl2 so i think at least 1500 polygons minimum per pokemon would be good, right? Its a great likeness though, instantly recognizeable.
if you're using maya, in the UV Editor, you can do a 'Polygons>Unitize' which should separate all your faces and scale the to the full 0-1 UV area. Then select all the UVs and do a 'Polygons>Move and Sew UV Edges' and it will map them all in a strip.
The sharpened bit of the axe is much too narrow - it should extend at least to the next segment; in the reference it seems to extend to the segment beyond that. You seem to have quite a few wasted polygons on the axe head; many of the inner polygons aren't adding anything to the shape, let alone the silhouette.
Make sure you include an image of what it's supposed to look like :p Also you might wanna run decimation master and reduce the amount of polygons on your model. If you're gonna make the low poly you don't want that many polygons slowing maya down.
Dynamesh is for creating basemeshes, not for standard sculpting and preserving details. Unless you're working at an absolutely tiny scale where dynamesh @ 1024 would be cranking out a pitiful low amount of polygons, then by default the result is going to be a mesh with many millions of polygons at the first subdivision…