First of all, it looks pretty great. I definetely wouldn't put more polygons there. I noticed the shading issue, It looks like you set the whole model to hard edge shading. You can use smooth shading at places like the dome or the lens itself, so they look more rounded without adding extra polys.
Thats friggin' mindblowing, i would've NEVER guessed that they had used vertex colors :O. Now-a-days with the lesser impact of polygons on engine performance i bet we could do all kinds of crazy stuff (just too bad that the development of vertex painting tools has been stuck in the same place since forever xD)
and some wireframe and texture captures ... A few details on the specs of the character: -high poly ( zbrush ) was around 25-30 mil polygons -low poly around 25k tris -textures 2048 head and 4096 body .. diffuse/ normal/displacement(height)/specular and transmission for head That should be all for now ... i hope you'll…
You can achieve the lightning in particles using the trail feature of the unreal particles, I only used it years ago now so there might be better nowadays tho. If you want the lightning bolt to be different in all directions and static in every shot you could simply go for a uniquely or tiling textured strip of polygons…
You not must need different topology, but then you need dynamic tessellation, and displacement. This approach can work very well. You could vertex paint it too if you want, and use vertex offset (world position offset). This would result less polygons. There are a lot of ways for doing what you want, maybe you could even…
Little update. Did chainmail pattern, fixed and added some minor things. Would love to hear any suggestions. One thing I am not sure about is: can I make the cloak 2-sided or do I have to double polygons (with shell for example) to create little thickness? What is the standard way of making things like it?
An employee recently at Allegorithmic gave me this response in a question pertaining to graphics cards for high polygon models in substance painter. "Nowadays a GTX 1070 or GTX 1080 would make you really comfortable to work with Substance Painter. If you have to go lower, try a 980 or 980 Ti, but avoid the 970 (it design…
I don't think so since it's not a matter of different polygon counts. I have two UV sets for the same object and I need an "easy" way to bake from one projection to the other (as if it was possible to bake in one kind of projection and have maya cut the faces and paste on the other UV automatically... I don't know if it's…
Polygonal modeling is straight modeling with surface shading based on hard/soft edges or smoothing groups (wysiwyg) and sub-division modeling is modeling with the intent of using a smoothing algorithm that results in hard/soft forms based on either creasing or control/in line edgeloops on the cage mesh. In game asset…
Did you make a high poly of this gun first? Or is this only the blockout? I'm also a little confused about the back part. Is the design actually faceted like that or is it supposed to be perfectly round and you're just trying to stay within a polygon budget? The front has a much smoother silhouette than the backside and it…