This is a Metra train car that I got inspired to make after riding it every day to college. My Process/ Postmortem: I started off with a high polygon version which to my surprise turned out not to be the hardest part of the process. The low polygon version was the challenge. It took hours of contemplation and planning. I…
Hi there, I am fairly new to Zbrush and I've been working on this model for the last couple of weeks (model is still WIP). Model is currently at 1 million polygons and the body is still a dynamesh as I will be adding the details after I pose the character (other items are subtools, some dynamesh, some subd). What I would…
Hey guys, I'm in dire need of advice on how to approach detailing and texturing of my character. I would like to know where should I separate parts of the body to bring out the most polygon definition and details for each part? I chose to use polypainting in Zbrush for skin texture, so it's clear that I would want as much…
Your cylinders all seem to have the same number of sides, regardless of their size. Thus, the base and the outer cylinder appear blocky, while the inner part has too many. 20 or 24 sides would probably work well for the outer cylinder, but the base might need as many as 32. The inner cylinder seems to contain a healthy…
Chiming in here with a worse method than above because I think it answers your question, that your mesh is salvagable. The reason you're getting a broken result is that when working with bezier or smoothed curves, max doesn't place vertexes trying to keep your model clean or vertex density consistent. All emphasis is on…
Hello! I am new on this forum so please let my introduce myself really briefly.I am doing 3d graphic alongside with some small projects in UE4.I am doing this already for few years but it was always just for fun as my hobby so i can say that i am real begginer/amateur.In the past weeks i decided to start with 3d graphic…
Hey, so I've finally figured out how they are made baking geometry into a plane thanks to polygon academy's video on YouTube. However the only thing I'm experimenting with and a bit confused by, is do you just bake a high poly mesh as a floater onto a flat plane. Or do you actually lay out the low poly in the uv editor…
Hi everybody! Polygon Madness Studio is an Italian group from Milan and we
have been making for about a year a First Person Experience / Adventure
game with horror & thriller elements with Unreal Engine 4, with a strong
will to differentiate from other titles by offering a more dynamic and engaging
gameplay. The working…
Hey everyone! I'm working on this model for an introductory level 3D class: The hair is giving me a bit of trouble and it seems like I'm using too many polygons there. I'm also worried there are too many polygons going to waste underneath the jacket. I modeled the shirt first, and the jacket merges with shirt about…
I am a newbie in 3d and I am trying to figure out how to properly make hard surface high-poly meshes. I am struggling to bake a flat surface onto a smooth-normals low poly mesh even with the most basic setup (a quad). This is my low poly: This is my high poly: Both models have smooth shading on all polygons. High poly…