17.5.10

a chair. concept from michael luekhof

just a short exercise for fun.
not painted very inspired and also a technical disaster :)
but the second issue is no problem since the screenshots are stills, harhar ;)




4 comments:

  1. You said "not painted very inspired and also a technical disaster :)
    but the second issue is no problem since the screenshots are stills, ".
    But why? Is it about poly count , design, or u just don't like it?
    And a secon question:What is the optimal poly count for a low-res poly
    prop?
    It's lovely anyway.

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  2. hi kris. i could have worked much more exanctly. there are plenty of overlapping faces and ugly sculpted polys..and the normalmap baking went terribly wrong, i had many raymisses, and i had to manually correct the normalmap..
    the last step i only did rudimentary, and was not very strict with it. so this mesh wont ever see a game engine from inside ;)
    a cool polycount for this chair would be 500-600 tris. this one is not optimized and has 700

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  3. Thank you for your answer.So the exported max to mudbox model needs to have no triangles and no more then 4 sided polygons because Mudbox is picky?And how about UDK , does it care about face sides ?
    These questions kept me away from working about 1 or 2 hours last time I modeled.

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  4. hi kris. basemeshes (max 2 mudbox) are best to only have 4 sided polys. yes.
    but the later lowpolymeshes can have also tris. but you should avoid 5+ sides, since max will automatically set the hidden edges for you, and this can go wrong. also you can get shading problems with ngons..
    udk will break everymesh to tris but will use the hidden edeg from max for it. so when they are turned in a bad direction, udk will use this.

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