[ QUOTE ] Why not just model the silhouette you want? I think people are going a bit to far with the make a box, but then use a map to make it look round. Polygons are way cheaper than relief mapping and look better. One of the only games I've seen in a while that made use of the geometry budget on xbox360 was Tomb Raider…
For basic sculpted detail in your example, a simple rectangle shape is needed. General guides not hard rules. * Only add extra edges / tris when you have form change or want to keep the curvature of surface smooth to match with high poly curvature. As you have noticed too many small tris by pro artists, those usually are…
When I unwrap UV of some object (that finally wil be in a game) I usually make such steps: 1. Usually use the tool from TexTools (I still use this script http://www.renderhjs.net/textools/ ), showed on the picture: It just allows me (in easy and quickly way) to unwrap uv for some simple object. For instance, after click on…
Don't extrude from the highest subdivision level, if you're working around 6 million polygons, that's a fair amount of information for zbrush to process when trying to create the extraction. Do it on a lower level and you should be able to extract just fine. You could also try creating the needed strip with a zsphere…
I think you should use more polygons where the tubes loop through the skin. The lowpoly intersection there is not very nice looking, I think. You should definitely model in the lumps of pushed up skin. I would also model the clamps (as seperate meshes). The tubes themselves could stand to have more stacks, especially where…
I don't think this can be done. Maya's invisible triangle edges tend to default to shortest distance. You must be working pretty low poly to worry about triangle edges to that extent, unless you're trying to get them to all line up for optimization reasons. Generally if I need a quad to bend the proper direction, I draw in…
Well that depends on how the game engine interprets a model. Pre-set winding order and tri stripping could be thrown out by the import/export process altogether. In practical terms I know that when models were very low polygon tri-strips and so on were very important. Since you could make a huge difference to the number of…
Unless you are modding for a Super Nintendo, these polycounts are fine. You need to realize that we aren't in the 1980s anymore, and your computer / platform can handle a LOT more polys than it used to. Even modding for a PSP has some impressive limitations. Granted, if these are small small objects, keep the counts…
I usually just make sure my low poly model looks good with 1 smoothing group... or more if i can cleanly separate them. Polygons are cheap nowadays, textures are what really kills performance. If you need a row of polygons more to make an egde work with the desired smoothing angle, go for it. Next-gen also means more…
This is what I have a huge problem with. It's kind of like you're suggesting, 'Let's not teach kids that yellow and blue make green because we already have green markers. It will just confuse them. We've moved past the days of having to mix our own colors.' I don't understand why you think it would cause students to cull…