Think I will, only have wireframes at the moment. What kind of breakdown would I need to show though, high poly next to low poly, materials maybe? The only materials I have is a vertex paint material for the building (therefore it's quite busy) and the tree shader. The others are fairly basic.
Quick sketches from Fun With A Pencil: I was having trouble getting my topology right so I shelved the Asaro head for today and instead did a model based off a picture of a wireframe face. Making up for not posting the past few days with the amount of work I did on this one:
hey Guys, following problem: I wanted to do some character animations in maya, so I created a new project and imported my mesh (fbx file) into maya. However it only appears as a wireframe. i've checked the shading and rendering options already and they should be fine.. Moreover I tried to assign a new material which didn't…
First post on polycount, after some looooong lurking and collecting dropped jaws over and over. As the title implies, i´m creating a new ut3 character for the Necris Faction and currently, being in the process of creating the hi-res model. Here´s some renders with some PP along Normal outputs and a wireframe.…
Basically I just want the mesh that I am retopoing to appear only quads instead of having that triangulated look on the mesh after applying the material to the mesh with "wireframe" ticked on the material editor in Max 2014. I can't seem to find a menu to get rid of the triangulated look on the mesh. I'm working with the…
Hello everyone, im fairly new in texturing and to have a good base for the gloss map, I created a monochrome curvature map. Well, in the last projects it worked very good, but this time I have some problems. I get some nasty "wireframe artefacts"…
So this shape has 2 separate meshes in its hi-poly form. There is a prominent seam in the hi-poly that is created with 2 meshes that are next to each other. For the lowpoly, I tried to make a contiguous mesh. But that screwed up the seam. here's the what the hi-poly looks like. it is made up of 1 large and 1 small mesh:…
Your render definitely looks much better than your wireframe shot and clears up some stuff I thought I was seeing that wasn't actually there haha. The edge flow is a bit messy, but whatever works. If this model is going into a game engine, your low poly in your wireframe shot above is simply too dense. Most of your pieces…
I keep hearing how XSI is cool for viewport settings (wireframe opacity as a 0-100 slider) - I love how they have the face shaded, and the body with a flat white material with wireframe, super clean. However it's sad to see how unresponsive the facial rig sliders seem to be hehe. Also it seems that they use very few…
@itsmadman - thanks for the critique. I was thinking about putting the second scene first, but I was not sure which one was better. @Chrisradsby - Everything in this reel I created 100%. In the game scene, I felt like including my other maps and objects would be uninteresting and would only serve to make my demo reel…