theres a lot of wasted polygons on the surfers neck, also his inner elbow has more detail than the outer elbow, which is basically the wrong wy of doing things... he needs more polys on the outside of any bendable area for it to deform properly. nice work, you'll probably discover what works when you come to rig these,…
Good thing you accidentally bumped this thread JadeEyePanda! And thank you for posting again this year .polygon. Managed to apply just in time! I received a call last year from a Disney Interactive internship/co-op recruiter expressing interest, but unfortunately I was unable to reach them again. Keeping my fingers crossed…
Thanks Mango, you're right about the specular being too much. I fell into the trap of doing what looks cool, not what looks right. I think seeing it all shiny made me too excited! :poly121: I think the crate definitely needs a few adjustments, and luckily pushing the polygons out on the inside isn't going to be difficult.…
I imagine, since the fibres are just tens of thousands of individual, unconnected polygon strands, it's just a terrible amount of data to try and bake or even give UVs to (all those strands would probably be their own crazy island?). Whereas with xnormal, it can just load the polypaint data from the OBJ and bake it to a…
Really cool models. I like how the bulb is integrated in the fridge. That's why it's so useful using references. By my own i never would have thought of making a "deeper" area for the light bulp. I would spend some more polygons for the silhouette. I guess the fridge could look more perfect when the corners wouldn't be…
I think there is a list of polycounts or random models from games somewhere on the polycount wiki, dont quote me on that though. EDIT: found some stuff, really hard to find older then this though. http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/ http://forum.beyond3d.com/showthread.php?t=43975…
I agree with Earthquake here...way too many polys in the chest area...and nowhere near enough anywhere else...optimise the polygons in the chest and look at placing those removed polys to other areas of the character that could use the detail..yep mainly the arms, legs..and also the hands of the character seem too small,…
Danshewan has a point, Im just learning Maya but it allready abundantly obvious that out of the box it is way behind with its polygon modelling tools. Maya is obviously very capable of getting the job done but it lacks a lot of the nice special case tools that max has. the reason Gnomon teach maya is because it has a major…
I'm not sure on poly amounts, but the trees might be the most of your polys in the scene. You should retopo that wall as well, there's a lot of waste of polygons there that could be better optimized. If you've taken this time to make this nice looking hi poly, take the time to make the low poly. The model is only suffering…
There seems to be a lot of, for lack of a proper word I can't think of right now, stretching of your polygons going on in the neck, which is adding to it's weird look. Try to keep even distribution of polys throughout your model. It will help a lot in the sculpting process. Also, if you play moonlight sonata and stare into…