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,
For the normals I sculpted up the main forms in zbrush and then used mask by intensity to get the scale and bone detail. As requested some wires and just normal shots. For some reason the one with normal map+wireframe doesn't want to link correctly. Its on my photobucket if you want to see though.
hmm that's to bad. also there is yet another option for working with large geo sets. you can turn on shadeing->interactive shadeing. in the viewport menu. this will render your movement in wireframe/bbox/points but still keep your view port shaded. just check the options. zbrush has a this view mode.
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.
a wireframe shot would help, as you could have the worst edgeflow in the world while still having remodeled the shape... we got a "how you model dem shapes" stickie in the technical talk forum, maybe some of the techniques described there will inspire you? but i think extruding isnt THAT off....
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?
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 What you learned in Uni was most likely outdated, which is actually very common.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.
This looks fantastic is there any chance we can have a few more wireframe turnarounds of the house with some tri/poly counts, I am very curious.... in a good way :) On another note I dont think I have seen this style in the Cry Engine yet, it looks quite beautiful.
I agree, Kippernicus. The rust was giving me a little pause for thought, due to the lack of contrast to the cart body. After a good sleep, though, I brightened up the rust, bringing back some color and touched up the wood shading slightly. Here is another render as well as the wireframe and UV.
Skull is too small, the thumb size seems small for the hand size, the abdominal muscles read too bubbly, and the inner thigh lacks definition. Those easily addressed issues aside it looks great. As always I would like to see a wireframe and I hope to see Skeletor fully realized.