In Max you have to select polygons->face constraint->loop regularizer script->profit.In Modo...Select polygons->perfectcircle script or radial align->WTF? Without face constraints result is messy.This tip is legit, but too many clicks and actions. And this. Same.Is there any other (fast and simple) way to make holes in a…
Add a strip of polygons with a gradient alpha along the edge of the top eyelid, thus creating a fake cast shadow on the eyeball. This will make the eyes come to life instantly. It would even work without a gradual transition (say, simply using 50% transparency with hard polygon edges) .
Honestly it's kind of a boring piece. If you're going to make a portal, try recreating ones in existing films or games (such as in Stargate or the particle-heavy ring at the end of the UE5 demo). And don't be afraid to use a lot of polygons to make the shape well rounded, game engines aren't really polygon constrained…
Let's export it to ICONE and see what she looks like. It's not bad, but pattern seems not too obvious, I think some adjustments is needed. Besides, I have to be careful next time, as the single armor already counted for 430,000 polygon. Please note that the maximum count of polygon in ICONE is 1,200,000.
The inner yellow line looks much smoother than the outer yellow line and middle white lines due to higher polygon density. It might be worth unifying the polygon density on the inner and outer sections of the track (ie. less vertices on the inner, more on the outer) so it doesn't standout so much.
NCE: I'm looking at the polygones, and I see a whole bunch of squares. This normally means you model wasn't triangulised. The number of polygones you are getting rightnow are the nomber of "faces" and not "triangles". Good luck for the animation... Show us more when you have done more ... Updates are cool... Etienne
Hang on. You're complaining about a little bit of lag when trying to sculpt on a 33.8 million polygon model? Outside of extremely high-end film work that's going to be showing closeups and using multiple 4k displacement maps, what the hell kind of high-poly model needs that many polygons?
Also work on your polygon distribution. The amount of polygons you've used on the barrel and those small screw heads is HUGE. Let the normal map deal with those small details. I'd suggest what others have already suggested: Make a highpoly first and then start thinking out your lowpoly.
If your going to be sculpting your sword. It's best to keep your geometry in quads (4 sides polygons) Try to avoid triangles and N-gons. (Non 4 sided polygons) This will make your model much easier to sculpt and will result in much less artifacts and troubles along the way. Keep working at it.
Thanks a lot for those nice tips. I'll try that. Psyk0: What do you mean by "hidden layers" trick ? By the way, do you use polygon cruncher ? I've seen that Epic guys use it a lot. But if we can handle 60 millions polygons within Max, is it really useful?