OP: The original post looks like max is baking an averaged projection and xnormal isn't. Xnormal handles very high poly models better than other tools, for me that is the main reason to use it. When I have something lower polygon (not a sculpt) I like to bake in max since I can create groups for projections and skip…
IMO the polygon count on the hair sounds a bit overkill, since it's not much as a center of the attention of the character. But oh well... I have a WIP character roughly 130k tris without the hair. So, maybe it's not an overkill after all. :smiley: Great job on the definiton of materials. Even though the colours could be…
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…
lovely model but those planes look horrific, honestly just do it with some real geometry - the additional polygons are less of a performance drain than 18 transparent pixels on top of each other and look much nicer. As shadownami92 says, this isn't even player facing and from another player's perspective it's going to be…
@passerby: thanks good to know @artquest: not sure did not use the old version Quick tip i just found out guys for others that had this issue. Often when exporting OBJ files in to DDo they would look terrible. So what I found out was that it was the OBJ export settings, you have to change the faces setting from Quads to…
The better way to handle this is to have a different model for skin-tight clothes, with no skin polygons underneath the fabric. Any skin that does show would be welded to the edges of the fabric. You can also have a little overlap if needed, for example a small flesh pocket for an open collar. This way you avoid excess…
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:
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…
Ive been modlling for afew years now, not watched too many tutorials. Just afew, so from my experience getting good at modelling is basically practice and experience. It just suddenly snaps and then you understand how to do it properly and how to place you polygons. Use forums as much as you can and ASK for crit, you want…
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