@ isso09. What Mighty Pea means is you need have your model topology divided so its as even as possible like a grid. The goal is to avoid a lot of thin polygons and have areas of large polygons because of how subdivision works. When you subdivide a model in Zbrush for example it will place most of new polygons where the…
The in-built polygon reduction is designed to leave as much flexibility in reposing the model as possible, for the purposes of animation and such. Once you are satisfied with your animations or new pose, further polygon reduction can be applied. The textures may or may not be suitable depending on the use of the model.…
You'll want to Cut square holes out of the front wall. I count eight separate windows, plus you probably want a door. I don't have Max open to verify settings but... probably the easiest way to make the holes would be to select the top and bottom edges of the wall and open the options dialog for Connect. Choose 8 segments,…
Interested in working for an
exciting company that is redefining the way people play video games? Interested
in working for a world class company in a fun, and rewarding environment in
Madrid? Then Gameloft is the company for you! Gameloft Madrid is currently
seeking a Lead Vehicle Artist specialized in vehicles and…
Thanks for the reply. I'm assuming you're referring to traditional polygon modeling (Blender, etc...)? No other reason than I'm trying to learn some ZBrush hard surface techniques.
I'm going to be very optimistic for a moment here. Let's consider the possibility that in 4 years from now, they will manage to put together a full rendering pipeline that includes the following: 1. Full support for static lighting that doesn't look like ass. ---a) This means different copies of the same asset can have…
Sorry for the late reply, your tag didn't come up in my notifications. Luckily what I said has already been explained but I'll respond directly: A functional edge/polygon is one that keeps the shape of the asset. As @Larry said, if there are lots of edges/polygons in the middle that don't change the shape of the asset then…
Consider that a boolean-heavy workflow, so popular today for hardsurface work, and popularized in no small part by myself, is largely imitating a CAD environment with polygons. Defining matter additively and removing it subtractively is at the heart of all modeling in any environment, but only in polygons do we have to…
Actually, phong-edge breaks are more flexible than Smoothing Groups. Smoothing Groups define edge-breaks at a per-polygon level (at it's lowest), but phong-edge breaks are defined per-edge (although the effective/usable results are often the same - while you might just have a single edge-break in the middle of a seam of…