In terms of finding wasted polies: if you have a hard time seeing which ones do and don't affect the silouette, try removing the edge loop, going to smooth shaded without wireframe overlays and undo-redo a couple times. If you can't see a change, that edge should stay gone.
Both of those examples are ok and used often in production. What you learned in Uni was most likely outdated, which is actually very common. I'd recommend diving into the polycount wiki and looking more up to date tutorials, or if possible looking at wireframes of actual game assets used in published games.
Yes in wireframe the number of triangles don't change even if i modify the tesselation multiplier. Seems to be hardware relative ! I gave up with the bump offset it gave me really bad result. It duplicate the texture instead of repeating the last displaced pixel. While with tesselatation the last pixel is used for the…
Whats better Max or Maya? My unique "is college worth it" story which is so different then anyone elses story. Studio Layoffs I got a job! Thats so awesome I want to have your babies! Wireframe? Its not wrong, its suppose to look like that, its stylized!
A WIP robot for a school project, i will update as i get more on it.. @ etb342 - Im not sure about the wireframe render as i can't find any good tut on how to do it. If you know any, please let me know so i can post the picture for you. :) -Tobii
Hey everybody, thanks for the comments! Here is the reference I am using for the gun: It is a movie replica of the gun. I've also got a great turnaround of it as well. Here is the wireframe of the gun. This is the High poly. I started out with box modeling and turn on NURMS subdivision when I want to see it smoothed.
You're also using a flat/mat materials on your model in c4d, if you put a materials that had a higher specularity on it, those same artifacts would appear i'm pretty sure. Point is i think you're problem is stemming from your geo, could we see some wireframes?
Like your composition and the lighting isn't too bad but it looks like you're not displaying this stuff in a realtime engine? You should, or if you plan for this to be a pretty rendered scene unlock the full potential of the app you're using. Also more info! Tri counts, wireframe views, module break downs.
Serp - i wouldn't mind seeing the highpoly/highpoly wireframe - just seeems very smooth to me - where i would normally have problems :D or i could just steal your brain for the secrets.... nice hydrant and tex - pity about the ONLY distortion on the upper bit meh,
Thank you for the advice! The spikes on the weapon's head are also attached to the mesh, only the very top one isn't connected. Is leaving something like these spike disconnected rather than trying to keep the mesh all as one piece common practice? Edit: Here are some additional wireframe renders of the head: