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#802 (permalink) |
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Industry Artist
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Your polydistribution isnt very efficient.
You use a lot of segments on smooth surfaces even though they absolutely add nothing to the overal look. Im talking about the amount of edges on the wheels, the spokes and the edges on the cart. You might want to remove a lot and start to use less divisions on cylindrical shapes. |
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#803 (permalink) | |
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Senior Member
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Quote:
Edit: I guessing your talking about these. How low could I get it without looking its looks, I think there's 300 maybe 500 polys I could save ??? Question why cant i move around my model in perspective view, I can move from side to side up and down but not around. help I'm guess I've pressed sum buttom ???
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Myblog Find my works here. Last edited by P2xelgen; 19-06-2008 at 10:58 AM. |
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#806 (permalink) |
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Senior Member
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I think they where 8sided and now there 6, should have gone with 5.
I think I'm going to go ahead and uv map and skin it, I think it could be a good little model... ![]() Talon got any tips on how to improve my renders, nothing special. I just want to make the model look better and stand out a little clearer.
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Myblog Find my works here. |
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#807 (permalink) |
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Freelancer
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Wow it's been a while since i posted any work here. But i recently started making some personal stuff again.
Here's a quick barrel (3-4 hours including texture): ![]() roll of excuses: It's a bit dark. The stones aren't well done. It looks better in the environment it's supposed to be in. I should've made the metal strips in geometry. And you cant see the moss in the cracks in this shot. And a quick wall (about 1..and a 1/2 hour): ![]() roll of excuses: i accidentally made it on a 1K instead of 2K. And the normal is only really visible with angled light.
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Last edited by chris89; 19-06-2008 at 05:37 PM. |
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#808 (permalink) |
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New Member
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Hi everyone!
![]() I thought it might be a good idea to post my current WiP here too, to get any kind of feedback on it. So, his name is Cal and he's going to be a character for my mod-project on Unreal 3 engine. (UT2007) The polycount for the whole model is at 6566tris right now and I'm planning to keep it under 7000. Here's the whole model: ![]() Currently, I'm working in zbrush to get the details for the head, this is what I've got so far: ![]() The low poly head has 1640tris (+tongue, eyebrows and teeth, totaling at around 2000): ![]() You may follow the progress here: C.V.C I'd be glad to get any kind of advice now ![]() |
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#809 (permalink) |
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Industry Artist
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I think I'm about ready to call her done, unless there's any major crits (or really small tweaks).
I'd like to dedicate this weekend's going to be about overhauling the folio site and stuff, but I'm sure I can spare some time to make changes. I'll also try and rig her before then. Screenies from HLMV (Ep2 Source engine) this time. Looks a little odd in it, I think mostly because the engine gives much more preference to the straight diffuse and I'm trying to lean away from that with this model. I might put her into UE3 instead, see if the results look more polished. *edit; Ergh, and oh yeah, there's some horrid mipmapping seams that I need to take care of. ![]() |
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#810 (permalink) |
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Senior Member
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its the armada ship i never finished and it turns ma.
http://img532.imageshack.us/img532/7...ipturn1bg4.flv |
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