Here are wireframes : systmh - render as u wish. Texturing will be after finishing modelling and making a mapping stuff, so it take a little while Tumerboy - hehe, thx matey. StJoris - glad u like it, thx. Pavel - thx for the referencies, especially fo this tech one. they are very helpfull. From photos its hard to guess…
Ok good to see you finally putting some stuff up Frank. I know it's still early so I wont be too critical. Ok the bar stool type thing. I can see a lot of wasted polys. Heres a quick paint over. edit*** OH yeah don't worry about a wireframe on your high poly. It could be the ugliest mesh in the world as long as it creates…
Wow, that's a huge improvement over the first version. Looks kickass! A brow like that also works great for animation by the way, not to mention making the morphs for it is second to no work. Here is some of that brow action. I had to rush things and in spite of that I think the end result looks pretty cool. It's going to…
As a best practice better to have good optimisation, though I can't say for certain that all studios use it the same way a portfolio is expected to show it. Like with games that are multiplatform, optimisation is automated, they use a program to scale models down so its unlikely you'd be doing any real optimisation to…
Day 4 was rigging and the rest of the anims then I spent two days on the shaders and the crappy texture. Quake Live workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1982020572 Quake 3 pk3: https://onedrive.live.com/?id=CD3FE467557BA113!7750&cid=CD3FE467557BA113 Wireframe - Crappy Texture The environment map…
For the pipes, you really should place minor details like bumps & threads in the normal map rather than use actual geometry. A general guideline is to look at the scene at your expected camera distance in wireframe; anything that looks solid or almost solid has too many polygons. For textures, keep reducing the texture…
Cad Software is generally to build millimeter accurate models usually via curve tools, and when exporting them become a body object... which if you turn into polygons has TERRIBLE topology. Polygon modelling as you are allows the full control of this and is more suitable for game models. What i'd reccomend, after doing a…
slowly getting there! still a lot of material work and textures to finish though :) What I need help more on is materials so if anyone knows of good values for this type of metal used as well as rubber values that would be awesome or point me in the direction to someone who does! :) There is only AO and Diffuse in these…
Well.. its supposed to be bone, you're the 2nd one that tells me it looks like wood. So I guess it looks like wood.. hmm what should I change to make it look like bones? Note: the "Marmoset wireframes" is an older iteration and is a bit lighter than the final one, it also had some bugs in the masks which are also fixed…
Could you post the wireframe of the floor piece from the top example? Are the meshes intersecting in anyway (it shouldn't make a difference, I'm still curious to know)? In the normal map you posted for the first example (not the brick one) it looks like there is some sort of bevelled edge on the sides of the normals. Is…