Seams should be pretty much invisible if you're rendering the maps properly. The white-wireframe UV is a good use of space, but you need more space between the shells, for padding. What kind of real-time maps are you using, and how are you baking them?
can we see a wireframe? modelling looks okay but there is some obvious texture stretching like under the neck. Is this supposed to be matt leblanc from friends? It doesn't show a likeness at all, but if it's an original character then disregard this comment. Keep it up, show us those wires!
I don't have Unity in front of me right now but iirc, navigate to/select the mesh file in your project directory, select the actual mesh, and in the preview window you should see a wireframe model and vert/tri count edit: (from Unity forums)
I'm not sure if I should feel inspired or depressed. My dream is to be able to create craft like this, I wish I could subd model with such skill. Extremely nicely done. Probably the best I've seen of a spacecraft. Any chance of a wireframe? Pretty please?
It does have baked normals. That's where the highlights on the band are coming from. There's no geometry defining the bands. Perhaps I should post a wireframe overlay? Edit: I totally missed your meaning. You mean to say that the wood grain should be added to the baked normals?
That would actually be extremely awesome. Would let people take a real good look at the model. if someone could whip up a default "polycount model viewer" of sorts, that let you switch between wireframe mode, diffuse only, normal only, spec etc.
Hello i'm new here. Here is my low poly marvin , polycount 1330, without the gun. The cylinders took a lot but i was lazy to make it low poly ... It is fully rigged, skinned etc etc... here is wireframe + one render. C&C welcomed
Hi Here is the finish editor shot and work in progress in-game shot. Editor shot: Include texture and wireframe. In-game mockup test: As for the in-game, I decided to go for real time in-game menu. I hope it is ok to do. The shot is in 480x320 resolution. that all.
Yea I don't tend to care about wireframes when I see someone has been working in the industry for a while. I dont have any on my site either and never had a problem. nice work man, with the final tweaks it looks fantastic.
zbrush shouldn't really depend much on your GPU driver, AFAIK it's all CPU-based. i've done the comparison between versions on mac and windows and don't recall any noticeable differences. wireframe overlay is certainly wonky for me on windows at times, depending on topology.