This is amazing content, thanks for sharing!!! It surprises me that she's in the game. Most of the character art looks far, far better than this, but she's got obviously polygonal hair as well as the crappy bottle blonde colour
I haven't been invited there yet. For those that don't know there's a secret subforum to polycount where all the cool artists do just nude models / cocktanks and such. Polygon fapping has never been as good!
At the end of the day, every polygon gets triangulated, so you can use triangles. Quads are just easier to work with. I would say go with something like what you have on image 4.
Typically what people refer to as "sub-d modelling" around these parts (whether technically correct or not) is just polygon modelling with modifiers like Turbosmooth (3dsmax) or polySmooth (maya) applied to "subdivide" and smooth out the result.
I would probably take those wall panels and break them up with shelves of spare parts, engines, etc. It looks a little repetitive at the moment. It would break up the polygonal shape of the room nicely.
It looks like Farfarer's link is just what I was looking for :) That is exactly it. It seems that the solution is just using higher polygon counts? I was hoping there's some kind of a baking solution to this, or am I missing something?
What version do you have? From what I know max already has an expand face selection to seams. To get to that you have to be in uv polygon selection and under peel you will find it.
There's nothing wrong with scifi, but this particular door is very bland and uninteresting. And the model is pretty bad, too. There are a bunch of loops that can be terminated and you have far too many polygons in the tube things compared to the doorposts.
Hi Guys, i just updated to version 1.02, and now im getting a warning, //Warning this brush only works on custom uv polygons objects!. Anyone else getting this error? or possibly have a solution?
If you say nothing happened, that would mean lod is not working which is definitely not the case. Do you see the polygons becoming more or less dense (in wireframe) close to the camera, when you change that parameter?