thx for feedback guys. yes, dealing with clipping, polygonal/texture limits during work on naga were quite painful experience. working on textures for necro atm and here some highpoly and lod0 with normals:
You can resize the app to show your toolbar. As for Zmodeller. Haven't had any reason to use it yet. As was said, for concept artists that don't use polygon modelling software it might be handy though.
I am not a fan of NURBS at all but the book suggests to model it using NURBS for practice. I think I could do a decent polygon model of the couch and use SubD's to create the roundness of the couch.
Hi guys, this is my low poly mesh! Does anyone know how much polygons the ingame characters have? I tried to make it lowest possible! Critics are welcome! Hope you like it!
Forgot to post this last week! It refused to load! Gnar is pretty much finished! Im a little conflicted about how the legs and tail have a lower amount of polygons but hopefully it wil look allright!
+1 3D Coat for low poly. Direct pixel painting allows you to paint directly onto a LOW polygon mesh without the need for many levels of subdivision. And most importantly photoshop projection!
Previous model artist is unable to work. Looking for a new model guy now... again! Please send samples of your work. low polygon is the aim here... less than 10k poly count
Poops is more or less right Because you are dealing with polygons, and not deforming muscle mass, you basically have 2 options - pipecleaner mass loss, or intersection. Intersection works best in most cases.
have you tried putting a turn to poly modifier into your stack with the 'polygon limit' set to 3 that should enforce the triangulation while allowing a clean qua based work flow. worth a shot
You could probably do something simple fairly fast by using ZBrush to sculpt on a base mesh to get large shapes quickly, then use Decimation Master to optimise it down to an in-game polygon count.