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Posted By Jay On 17-08-2019 | Views: 352,510 Replies: 229
An update to this post after a very long absence.

I can see the point of the blades from the comment. But bear in mind this was taken from an actual scan and reprojected. With the arms up like...
Posted By Jay On 08-01-2017 | Views: 352,510 Replies: 229
and here is the current mesh with a subdiv level of 4 and still only comes out at 179k polys. Again it would probably balance better had we attached the head and feet...but its a just a rough idea of...
Posted By Jay On 08-01-2017 | Views: 352,510 Replies: 229
So a bit more on the mesh update

the mesh on the left has one subdivision and if thehead and the feet were present I figure we'd be looking at an ideal base mesh to begin subdividing in Mudbox or...
Posted By Jay On 08-01-2017 | Views: 352,510 Replies: 229
so some new topology images!!

Work has been very busy for a while and also with new tutorials being done now, Ive finally had some time to be able to sit and do some new bits. This is a retopo...
Posted By Jay On 24-10-2015 | Views: 352,510 Replies: 229
a great point to raise Ivkov

Ive seen some stuff at work that would make your toes curl LOL

Models now are becoming more and more dense, especially as engines like arnold are handling extremely...
Posted By Jay On 27-05-2014 | Views: 352,510 Replies: 229
Skalman

I think we already discussed those loops in the PM anyway and I have made my comments about too much geo in areas as well.

As for the pole on the side of the forehead, people have many...
Posted By Jay On 09-05-2014 | Views: 352,510 Replies: 229
Dude the topo is certainly getting there, you need to lose the loops in both areas where I suggested before...theres too much.

Also my trusty red pen has come out today to draw for you a skull so...
Posted By Jay On 29-04-2014 | Views: 352,510 Replies: 229
John, which VFX firms have you worked at?

J
Posted By Jay On 28-04-2014 | Views: 352,510 Replies: 229
John

Im not going to gloss this subject so dont take it the wrong way young man...

For most cases in a vfx company..tris are really frowned upon, they wont go through a sanity/model checker in...
Posted By Jay On 27-04-2014 | Views: 352,510 Replies: 229
great thanks Collin. Its good to get a Game mesh on here for once, hopefully someone will find it useful. It looks like the layout is pretty standard except for the tris which are not really highly...
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