Hello, This is my first model pretty much, and I've now moved onto texturing and mapping. I first tried the Unwrap UVW and simply tried to put all polygons into the square without overlapping each other, and then paint the texture onto the polygons as that's the approach I had seen in tutorials. However, since my ship is…
Ok I have gotten better results by jacking up the lightmap resolution. The polygons are no longer rending black. But there is still something wrong with the Shader or Vertex normals. I'll attach pics of both. It looks like the Shader is getting confused as to which polygons are facing the light and which polygons are not,…
Now i remeber that the drawback of speedtree at least few (several?) years back was that it was NOT the most friendly software to make really high polygon tree (no quad low poly planes with alpha masks for leaves, but real shaped model of leaves). Like really high polygon tree hero models for render videos of movies... I…
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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
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The number of polygons really depends on the piece's size & importance. If it's an unimportant piece of background clutter, then 1500 might be high; if the camera is going to zoom in on it for some reason, then you might need 10 times that many polygons. Determine how large it is going to be in the scene and set up the…
[ QUOTE ] If say I want to do a character with 1000 triangles or 1000 polys what is the difference and how could I know that [/ QUOTE ] Since the examples above are all polygons but contain different amounts of triangles you can have a model that is 1000 polys but easily much more if you count the triangles. 1000 triangles…
MODO does have smoothing groups, but they're a bit shonky (they don't blend together particularly well) and there is no Max-like UI for it. You can assign them to your polygon selection via "Geometry > Polygon > Set Smoothing Group..." or you can assign that command (poly.setSmooth) to a button and call it from there. You…
Hello everyone, I want to share my latest work, the pirate pistol "Death’s Kiss". I used Blender, Zbrush, Substance Painter, and Martoset Toolbazh for this project. The final polygon count was 8,617 tris. My ArtStation - ArtStation - Islam Uzdenov
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…
@ 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…