The polygon density is really odd in your model. Your boots are as dense as your hands even though they will have far less deformation. You pants are really low poly and would benefit from some polygon density at the base to really sell the jeans bunching up. You also have 2 n-gons by the clavicles, and a random triangle…
Need one more option Some times it is usable if I can use Hard Edges/Smooth Groups as guid for Auto cage inside baking program. For example xNormal can bake normal map by using this with option "Use exported normals" and "Average normals" as standart auto cage, but with Handplane now I need separete polygons by hard edge…
Hi Jae, thx for reply. Here is the Low-Poly Model of the bee-character: ca. 800 tris Puuh. Maybe i can go lower, but i´m afraid to loose quality. The dif.-map is currently at 512. It should not be the problem to resize it down to 256. Hope it looks also nice. But currently its all theoretical for me. Must test it out in an…
AutoSetTumblePivot: Auto sets tumble pivot to selection. In other words the camera rotation with Alt + LMB will automatically be set to pivot around new selections. Mel script. Only tested in Maya 2014 & 2015. PP_AutoSetTumblePivot Download Better Collapse Faces: Contiguous face selections independently collapsed to their…
I'd always been a little curious about that, here's what the FBX SDK says (face-based or edge-based). So I guess it's just an option for if someone needs to export to max or something that expects maxlike smoothing groups. //There are two kinds of smoothing info: //1. Smoothing groups info which is saved by polygon. It…
in mudbox i only have the mesh at default level as far as polygons go. I didnt add any subdivisions to it. when i pick a diff falloff for the brush in mudbox to paint with, it comes out all smooth but im looking for the hard edge look...the png is 2048 by 2048...i took my first rock that i did with these jagged edges into…
well they're obviously not teaching you correct information. The stuff you've modeled is kinda useless for both CG and game art. It's too high poly for game art and too blocky for CG. What you should do is make a proper high polygon subdivided model, then make a low poly model (leaving out details like small circles and…
I really like this scene. It's also one of those times I can quickly spot and articulate bugs. Circles and numbered the areas in this pic: http://imageshack.us/photo/my-images/834/pcrit01.jpg/ 1) Noticeable gradient lighting seam. Should be easy fix in texture. 2) "Whispy", curved shapes, not planar. The tree on the left…
Well I incorporated the eyelid shadow through a polygon plane as a feature in v0.3 and created a new bundled example scene. Hope you like it. You can download the shader here, at bottom of page. **Changes in v0.3 since v0.2** Added drop shadow fake to simulate the shadow under the eyelid. This is done by creating a polygon…
Yeah, you're right, but I'm not ready to remove those altogether, so I just removed faceloop in the middle of each rib as I suspect it'll be possible to just simulate that with the normal map. I also chose to redesign those curvy things at the top the glass so that they'd take less polygons. All in all I saved about 500…