From a technical perspective, there are some problems. The normals at the tips of the rotors are wrong - notice the shadow in the rotor tip in the second picture. Swapping triangles in that final quad would fix that particular problem, but the geometry or shading groups might be the underlying issue. The polygon count…
I'd suggest popping over to the Game Art Workshop section and picking up one of the workshops. Directly with work flow, I'd say hide every damn menu in maya except the status line, the attribute editor, and the command line. Then just start using the Pie Menu and shift//ctrl drop down menus for a couple of days. It'll be…
If I understand correctly, try selecting an edge ring and then Connect. Set the edge count to 2 and adjust the pinching to what you want. Then do the same to the perpendicular edges.
I think a lot of the edges could be a bit wider if its for a game model. Especialy bits like the trigger. From the reference i've looked at, it has quite a wide edge on the front portion of it. And while the rest of the gun might be accurate to the reference, I would personaly exagerate some of the details so the read…
I think the layout works well. It gets straight to the point. I think the weakest piece is the OTT concept. The Modeling is solid, but the textures are really flat. I think with the floating island scene, you could really bring it to life if you made the material edges(particularly the grass) less uniform. I would think of…
Agreed, a few bevels won't make a dent in the fps and they'll help so much. Like Shep mentioned it will help average noramals around the corner. This thread covers it pretty well: http://boards.polycount.net/showthread.php?t=50588 I think there are a lot of micro scratches and noisy damage details that are kind of robbing…
Really cool. Well, it´s not a duty to have very soft edges. Staying realistic indeed does not need super soft edges, even if the bake looks better with soft edges.
edit 1: embed pictures hello polycount i have been trying for the last 2 days to perfect my modelling on cylindrical surfaces, but i have hit a wall my high poly is always with some kind of artifact, regardless of the technique i tried, and i tried all the ones that i knew of, here is a list of those i tried and…
Hi, i have recently got back into 3d modelling, how would i go about fixing the topology of these booleaned cylindrical columns, i want to keep the edges of the columns so the maintain their shape, would i have to add extra edge loops? curious as to suggestions or whether the problem is in how i went about modelling them…
Hey guys. I'm working on some Modular Sci-fi Hallway stuff and I had a question about hard edges. If I want to add support loops or make a hard edge slightly softer how many edge loops do you guys think is a good number?