I was able to figure everything out, for some reason, it wasn't an editable polygon, so I imported into 3ds max, converted to editable poly, exported out and everything worked just fine!
Yes, i agree on the roof. I want it to have a "hewn from rock" feel, so I will first try to just add a bunch of polygons so it looks like organic rock.
Bump gives the illusion of depth but is actually flat normal is the same as bump, but uses vector coordinates to allow you to 'relight' it giving better illusion of depth displacement actaully shifts the polygons around.
you should also consider adding a span to connect the seperate window columns, you got very thin and long tris there which is bad... and it wouldnt really add too many polygons.
I think its off to a good start. I see some polygons that have more than 4 sides, and there could be some edge loop reductions in places. Are you planning to texture it?
looks good so far. i've been at this place:-). I think you have some odd and useless polygons. for example on the top of the buildings but also on the front. good luck with uv's and texturing.
Why do you have all those beveled edges, yet only a single cut down the center of the blade? You need to redistribute your polygons so they go to improving the silhouette.
You can still use that good old meshtools (if you want a free script) that do exactly that + bridge polygons (unfortunatly IIRC it doent bridge edges.) with one key called Connect.
woot, wasnt expecting the rules untill tomorrow. I do like the rule "Your final sculpture and pedestal combined must be under 40 million polygons. " ohh man.. only 40mil? :(
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