Your work is amazing.. this one, Master and Lich are the ones i look to for reference! She is modeled perectly! Ammmm.. any chance i could get my hand on the model to take it apart and learn some stuff from it? Like how you modeled the face and hands, UVs and stuff?
wowww.. really? thanks a million!!! my email: email@example.com
I think that learning from models like yours that look that good is always a good idea since there isnt really a "right way" to model and to UV.. You really are my inspiration to wanna move forward in my game modeling, texturing etc. Im interested in all fields of game production so i wanna learn it all.. my goal is to make an indie game someday soon
Always great stuff, FirstKeeper. Just wondering - what are your general goals when you make your models? Do you plan your modeling for deformation? Your models go a long way with such low poly counts... do you stay low for efficiency's sake, or to keep your game modeling skills sharp? Sorry, lots of questions! lol
My general goal while I make model - interesting shape and proportions. I try to make models for correct animation. Low-poly always needs if you make in-game model, and I work with in-game model very often.
Triangulation makes for final game model - engines, renders, another programms have it's own triangulation algorytm and don't understand quads - they always split 1 quad on 2 tris. If I import non-tris model in Deep Paint there I always paint my texture - it makes own terrible triangulation - that'll be like a pile of crap in main programm. So your teacher absolutely right when talking about of quads for modeling and mapping, but for project texturing or using renders or engines (Marmoset for exmp) it's more better to turn final model to tris in programm there do you work (Max, Maya). I advise you to learn carefully in internet tris-quads question if you're going to be a seriuos modeler, because that's important technical thing for game-modelling.
You really don't need to turn models in tris if you not a Deep Paint or another programm/engine user , but I made it in rules becouse all programms/render makes triangulation by it own algorytm, so I make only on final model.
Its more for my future models, because i ever show that i make as less tris as possible so that near all are quads, but when at the end the models in games engines only tris i dont care about making only quads. Better than the game engine make some mistakes at converting.
Or is it for normal mapping better to model in quads?
It's more comfortable to work with polygons of couse. That why I make triangulation on final model. It's better to bake normal on tris if you use for example Marmoset ungine, or render for final. Mental ray makes own triangulation if there is non'tris model. Oh, and that's for game-models.
You are absolutely right. Polygons count less than tris and tris amount - that's a true polygons count for engines. But for modelling more comfortable to work with quads, just keep it in you mind how polygons count changes after triangulation.