This is in maya , this is what I was talking about [image below] Will be good to post wireframe image of your model so it clear if its as Eric suggest just a rendering issue or geo collapse on it self Is latest image of the object in binding pose or after some posing ?
Yeah if you show your wireframes and UV's and state what your target is, and you are posting on a regular basis, there is people who can help point out what you can do better. It's just people helping people, not like a service or anything.
Character Model (Retopology) I've started working on retopologizing my character. Here is what I have so far. I took a screenshot, but the quality looks pretty bad. Any advice on how to post it with higher quality? Advice on the wireframe is much appreciated!
Really awesome work. The texturing is beautiful. Which process do you use to texture? And I really appreciate you putting up the wireframes of the models, its really interesting to see how you modeled yours. Great scene, and use of modular design.
Final (unless anyone sees something glaring to fix). Thanks for all the critiques on this. Really helped out a lot. If you are the curious sort and would like to see the wireframe/textures/high poly I'll have it up on my website by tonight. Thanks again!
I found a wireframe image of what I need to do. . But the polygoncount is way to high (46,429), so Im going to model one myself. It dosent seem too hard to add a cube, scale it, add divisions and then move the egdes around for the desired shape.
Could of swore I read somewhere that the helmet needs to have the inside modeled...but I can't seem to find it again to make sure. Is that true? If so could I see the inside wireframe of someones helmet so I can see what to shoot for.
Sharpened the blade a little, and tone down the weathering's normal map :D Thanks guys! Shrike : I can be wrong , just watched a couple of videos where this kind of sword are called ''Messer'', or ''Long messer'' if it's two handed. Oh and wireframe too :D
Looks great! Some of the best looking stuff I've seen out of Unity. Some of the wireframes are a little puzzling how high they are. There's a lot of unneeded geo that could have easily just been baked down. I love the chunky style of everything though
Just a quick comment, I wouldn't mind seeing some more breakdowns and wireframes for your sets. For your space station, you state that it has a heavy use of tiling and modular components... why not show off the breakdowns and texture sheets? Best of luck!