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#21 (permalink) |
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University Student
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here is mine 1st entry in G-A.net..
Decided to make a poker table.. I Well i made the table with a sphere changing the number of division heights to 8 and press it all together , extrude the center in , the chips just cylinders and the cards a plane.. hope y'all like it.. Had problem with the Maya Vector to show the wire frame so i just screen shot of it.. ![]() ![]() |
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#22 (permalink) |
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loves polygons
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Good to see you here
Not bad for a first entry. The table could have been a little smoother and the cards look a little too bent, usually you want them to be in best shape ![]()
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http://www.andrei313.com |
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#24 (permalink) |
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Game Art Student
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Zeinthar, your model seems a bit inconsistent in its triangle count: the wheel's handle is too dense, and other parts of the model would need some chamfering on their edges. Using two different splines for lathing the wheel: one for the wheel itself and another for the handle would have definitely reduced your plygon count there, and wouldn't affect the model's quality.
[guys is this good criticism?] |
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#25 (permalink) | |
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Freelancer
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Quote:
the number of tris they put into the model itself. From my point of view its a good training to wacht where to put the most tris in, wether it is speedmodeling or not. Its always a good excerise to keep things in the back of your head while your in the proces of creation |
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#27 (permalink) |
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Freelancer
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Ah, didn't even notice I got a crit until now
![]() And Venom, the vote havn't started yet ^^ Well, about the tri-count.. I know.. the polygonal usage is terrible ![]() However, I first intened on making it lowpoly, but as the time were running out, I had to create a 58-sided cylinder in order to get a certain shape, which would have taken longer with a lower count. So, I just kept on going from there, as there's no limit on tri whatsoever, if I would have had more time I would have lowered the count dramatically ofc. /edit: Looking at it now again, I don't think the corners came out as very hard anyways. Seeing as the only corner that really gives the model an edgy ook would be the one in the lower left corner, is actually suppose to be a hard ege. And then there's the rounded piece at the top which comes out as a bit edgy, bot not too bad still.
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 18-07-2007 at 09:17 PM. |
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#28 (permalink) |
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loves polygons
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Sorry guys, works seems to really affect my life
I'm glad you're here to give me a nudge when needed The poll will start today ![]()
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http://www.andrei313.com |
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