Thank you so much for all of the responses! They really helped. I did use a normal and the grip has a few too little polygons. I will get to work on all the things that you mentioned
It's looking pretty cromulent but if you're aiming to take this into ZBrush you're going to want to have evenly spaced/sized polygons -- Shoulder/Back is fine but the horns and sword could use some edge loops!
Thank you for that ill show my results later on today. Still working on the diffuse. Iv manged to delete the back polygons behind the plain. It came to 9 million polys. 3dsmax handled it okay.
The lowpoly is pretty much what i would call a highpoly, at least for the face. Do you even need so much polygon before calling it a lowrez ? Im not complaining or anything just wondering
The polycount is a bit over 15 million polygons on the Late Tiger, the Early Tiger is in the 11-12 million range; the 'red dirt' effect was achieved in Photoshop by adjusting the hue/saturation of the original rendered image.
You could use this method if you are just making 3D art to be rendered. As for game art it is inefficient because you have extra polygons that will never be seen adding to your poly count for no reason.
Set the background to match Bitmap, I think that'll do it. You can flip your polygons in epoly mode by selected the faces and choosing 'flip normals' from the quad menu (right click)
nice quality modeling, the shape really communicates well. If you aim for real time rendering you could certainly tweak some faces and apply some optical tricks to reduce the polygon count.
Hey guys Ive been doing some experiments in papervision lately and got 2 models in there one on top of the other but where the objects intersect there is some wierd flickering polygons and zfighting is there a method to combat this?
Wow man, super cool. Is there any way to zoom in and out? My personal preference to create the original polygon would be to click 4 times and then adjust later. The click and drag always confuses me.