chers, yeah i'll revisit the background a bit more later, i want to have different colored bigger nebulars for certain areas. The nebulars i have in now are basically layered up and scaled polygons with an additive shader, they are offset to give a nice paralax effect when moving around and some have a particle system on…
The breakdown looks solid. But try and keep the textures to the edges, like I did in my example, because now you will need a new polygon to map it to for every block, instead of one big plane that extends. Also the texture inside the tunnels is pretty much the floor texture stretched. For the rest of the texture make some…
We all get that funk some days. Everyone knows what I'm talking about. Every polygon you're laying down looks bad, every pixel. I just take an off-day when I feel it's one of those days and catch up on some tv series watching or something. I've never been able to fight through it.
if you're using a new-ish version of max, you can use a couple graphite tools for symmetrical edits if you are just changing the shape and not the vertex order. There's something called 'symmetry tools' under polygon modeling (which works great for me) or there are tools under the 'freeform' section for making mesh shape…
I'm quite happy with the design now. Still got 254 triangles to play with - I'll probably use most of those for effects like a blurred rotor-pattern and shooting effects. I'm going to try to do the tail-rotor hole with alpha texture rather than polygons as I think the 1024 poly budget is more restrictive than the 2x512…
I did watch that video and it was very helpful. But I wanted to add a indented bevel on the sides of the window deco but as you can see I dont have enough polys to do that. The mesh is on level 8 but only 65,536 polys. Do I have to break this up in parts or is there another way to get more polygons? Sorry but I have a weak…
that website Nitewalkr gave you is awesome, try this one too, http://cg.tutsplus.com/tutorials/autodesk-3ds-max/model-a-detailed-high-poly-fire-hydrant-in-3ds-max/ click on 3d Basix on the right if you need something more. But i think this tutorial will teach you pretty much everything you need to know about polygonal…
Here some wires for now. I ll post some textures a bit later. Also I would liek to say that I wanted to have more polygons near face and hands because they are the main parts where attentions goes. However I did a mistake and the cloak topology is not supporting the folds. Just wanted to save some time.:poly141:
Cool head. Is his eye ball supposed to be that faceted in the close up shot? The rest of him looks pretty dense so I was surprised to see that the eye ball didn't get more polygons. There's a darkness to his upper face that makes me think there's some kind of shading problem, or maybe that's the intention of the texture?…
First female civilian model. No texturing, UVs or biped setup yet. She comes in at 721 polygons, so not too much higher than her male counterparts. Turns out females have more curvature than male models. If you haven't checked out the entirety of the pack, feel free to visit the page: Character and Weapons Asset Pack