Aside from manual modeling in Maya/Max/Modo/Blender, PiXYZ is a newer option purpose built for just this. It's a procedural tool for turning CAD surfaces into optimized polygon meshes. It's very good for what it does, though I still find myself needing to do bits and pieces of manual cleanup. You can also use Simplygon in…
Cad Software is generally to build millimeter accurate models usually via curve tools, and when exporting them become a body object... which if you turn into polygons has TERRIBLE topology. Polygon modelling as you are allows the full control of this and is more suitable for game models. What i'd reccomend, after doing a…
I suppose you want some feedback. :smiley: 1) Where did those cuts came from? 2) Is that gold??? I suppose you wanted copper, then, why so yellowish? Copper is more brownish: 3) Why sooo many polygons?? 4) Why so low amount of polygons??? if you want this to be a FPS weapon then this part of the weapon would not be seen…
That kind of depth is too small to worry about;) U can always add some with normal map of course. As for the "seing through back of polygon", I am not sure if i understood it correctly, but u just place a fliped copy of that polygon on the other side for example. EDIT: just remembered another example - nice Stuart from…
Triangles are what matters in games, not total polygons. If you were to just count polygons you could just convert your whole model to consist of quads, pentagons or hexagons and get different polycounts. I've also got to agree with what has been said, there really is not enough detail here to justify the 16k tricount.…
to different scales in density details, some patterns are way to big whereas some details or patterns are to tiny in scale. Also most corners are to clean and super sharp like 3d graphics polygon sharp. Add some dirt or darkness spots there in the texture to make it blend in better together without giving the impression of…
Have you seen the quality of the picture we created compared to his? You will find the truth there, I don't know where that guy downloaded our picture, or maybe someone showed it to them and sent it to him or whatever via a Skype chat or e-mail. But that is not my problem. I made the 3D MODEL OF THAT TRUCK. And on the 1st…
Thanks, I work with up to 20/30+ million polygons in the viewport in 3dsmax. I want to know if AMD processors can handle that as well as Intel CPU's. I also saw some worrying results in Zbrush performance tests. However, I also do not really like the current Intel offerings. For a 16 core CPU that uses cheap TIM and has a…
Topology totally depends on the polycount. for more lowpoly assets its ok to have uneven polygons and even triangles in somewhat wierd places if they are needed for form definition. exemple: when you move into higher polygon counts you usually want more dense and even distributed topolgy like this: (just random google…
Use enough geometry to get a good result without wasting it. Being able to hit a particular polygon count doesn't help you, people post models here all the time that are within reasonable polygon budgets but when they reveal their wireframes their topology is horribly wasteful. What helps is showing you can model…