The only thing FireGL/Quadro cards do well is display massive wireframes. There's no reason anyone in game design needs one, and it would be counterproductive in many situations. The general consensus is that if a card is stable and plays games decently, it's fine for 3D. Honestly, the only thing a video card does for you…
Not sure if I understand what you mean If you mean like a grate or a bunch of mesh/nets, then you could simply put them ontop of the lights as a different mesh, which using/overlapping a part of your texture, to save UV space. Unless you mean something different? Also, if you could post up the wireframes and UV's alongside…
Informations at the end of your demo reel is too small and blurry, we can't read it. For your links, I would put less glow, since the text is a bit difficult to read too. I know it's your style, but we must being able to find important stuffs easily first. On your gallery, you should also put your wireframe and textures.…
It is a massive ammount! I can't believe, how can a modeller to deal with such number of polygons? But as I've seen some wireframe such this one from the cinematic trailer of Assassin's creed black flag http://www.fxguide.com/featured/how-digic-made-the-assassins-creed-iv-black-flag-trailer/ the polygon count seems to be…
It does that when you have triangles near the seams, or very very few verts. Basically contour selects everything, shrinks the selection once, and then inverts the selection for the result. So if there's not enough vertices to support that one shrink selection command then it will unselect everything, which will leave you…
I agree with Sectaurs 100%. Another thing to mention is that many of the wrinkles look unnatural, especially at the back of his neck, under his arms, at the back of his knee, across his chest and around his eyes. They do not flow with the forms properly. The way his arms curve down in almost a circle looks bad. And why are…
Ok so here is a render of a cargo train that I built for a friend's VFX project. Here is the Wireframe. If you would like you can view the HD render by clicking on the link below: TRAIN CARGO HD So I would like to take this model and down rez it to game industry standards and then do some renders out of the Unreal Engine.…
Thanks for the explanation. I think I kinda get it. Floaters are just geo thats not intersecting, but just on top of the other geo? Could u explain how you did this? Cause your wf isn't connected to the holes and its going inside, so super curious on how you achieved this. Used ur wireframe pic and circled some of these…
Nice layout! Clean and simple as it should be. Nothing to critics on this side. Your first work is interesting. However, you should show us: - triangle count (20, 2000 tris?) - texture sheets (diffuse, specular, normal) - texture size (512x512?) - wireframe of the whole scene I'm not sure if it's a good idea to put…
Nistrum- If you're going to have a reel (which isn't really necessary as others have pointed out unless you have environments with moving elements or animation), then the rotations need to be 5 seconds long each and only have two rots for each pass of the mesh. The stuff in your reel rotates way too fast for people to…