Hello there, a quick question for all. I've been doing re-topology and was wondering if the meshes need to be closed in areas where you wont see the topology? example: the head+neck is done with re-topology but has a hole in the bottom of the neck. Do i need to close the mesh or can I leave it open to save some polygons?…
Hello people I am working on this asset and getting these weird normals on my asset. I have tried Flip Normals in polygon mode, tried Normal modifier, tried Reset Xform, then converting to editable mesh then editable poly. But still the same. Some parts of the asset got fixed some are still stubborn. What am I missing…
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My aim was to create a next-gen doorway, something you might find in Unreal 3. I made a height map (bottom left image)so I could run it through the Nvidia normal map filter in photoshop to create the normals. I also used an emissive for the security light. 3 x 1024 maps 147 triangles (82 polygons)
@PatSaenzG Nice work, looks really well done! My only critique of it would be that it doesn't appear you set it to soft edges so the polygons are pretty obvious on places like the bottle itself. Hard to say if it's happening on the snakes as well since the scales makes it difficult to tell.
@JamesBrisnehan Does Mudbox have a dynamesh equivalent? If so, uniform polygons wouldn't be a big issue. @ClayStewart Would be cool to see you start the process in the sculpting stage, might make your pumpkin look more organic in the end. This is a good base to start your pumpkin sculpting!
UV mapping is so boring. After you're done making an awesome model, you have take time out to make every surface planar for unwrapping. It's worse when you have to unwrap a model with many polygons. Luckily, game engines are making materials more procedural.
I dont make copys of the object. The whole object is one mesh. All bolts are extruded, beveled and so on. Out of the mesh, thats why i want to make maybe a polygon selection of the the areas the are the same. And then all actions in this areas will be mirrored. I hope something like this is possible.
It's not a case of too much or too little, it's about efficiency. You have a lot of polygons which aren't achieving anything. For example: Also you don't really need to give that much info for the polycount; you seem really hung up on this. Just be efficient and make some art.
It is overall pretty good work but there is some inconsistency with your polygon density. I see that you said earlier that one rock was an auto generate but some of the other things like the strap on the mask and the rocky pillar feel like they could be optimized. Overall though it looks pretty solid.