The best answer to this is a question: "what's the framerate on your minimum spec?" Because that's the only thing that really matters. If the framerate is ok then you've got no problems. Something you probably do want to avoid is too many small polygons. Lots of GPU's don't like this. So you should aim to keep your polygon…
Ok, thanks Vig. How do you check your UVs? I literally selected the polygon representing the top panel of the N and applied an Unwrap UV. It was a single polygon (see attached). I only wanted to apply a map to part of the object so .. Is it ok to select only the polygons I want to map before unwrapping or should the…
Hey guys! Really hit a brick wall when decimating my character so I can bring it into topogun to retopo it from zbrush! Decimation master has worked flawlessly up to this point, but it seems it isn't having fun with my character atm. My character sits at 30.7 million polygons and I have a set of pictures to illustrate the…
I've read (on cgtalk I think) that quadro allows for much higher polygon on your screen. It's something they hardwire into the card and fooling your PC with forceware drivers won't help. Geforce will never be able to handle more than 4 million-8 million polygons? It will just be slow no matter your other hardware specs.…
MoP, thanks, lots of good info! Thanks for taking the time to type it up. Hinging polygons rotates them around an edge and creates new polygons that form the sides of the hinge, connecting the selection to the object. Great for things like making alcoves in walls. Outline lets you increase or decrease the outside edge of…
What to shoot for? I'm currently modeling Q3 characters at an average of 2200 polygons, that's only because of current hardware standards. I shoot for 3000 - 4500 for UT200X style character. If you wanna push your limits to the engines on the horizon, aim for 5000 - 8000 with normal maps from unlimited high polygon…
Hi @orangesky, didn't use boolean operations when creating the assets. Other than the sarcophagus (sculpted, subd modeling), It's mostly box modeled lowpoly meshes modified to have rounded/beveled edges (bevel modifiers + faceweighted normals in Blender). This shading was then baked down to the lowpoly. The benefit of this…
Hey Austin, I'll go through your portfolio and let you know my train of thought! 1) Cannon: Looks neat. The rope couple use a lot of work in the texture department. Probably would be a good idea to straighten the UV of the rope and increase tiling on the rope material in Substance. Try having your rendered wireframe quads,…
Thank's for the answer guys ! After further investigation, i found out that i just need to use nurbs, wich is kind of the equivalent (as far as i understand) as surface models in CAD softwares. I sent a polygonal subdivision model converted to nurbs in Maya to my machinist, and apparently it opened as a surface model in…
Eaven though i am sitting next to you i'm going to take this oppertunity to comment on your model. So you can put my views in perspective. I agre with Flewda about saving some of those polys in exchange for normalmapping. like for instance behind that doorhandle. And i absolutely think that you should check you r model for…