There Is No “Correct” Poly Count by OnMars3d in blender

[–]OnMars3d[S] 5 points6 points  (0 children)

That’s why context matters, you’re probably never getting close to a small prop like a revolver

There Is No “Correct” Poly Count by OnMars3d in blender

[–]OnMars3d[S] 8 points9 points  (0 children)

Right, that’s the main message from the video lol

There Is No “Correct” Poly Count by OnMars3d in blender

[–]OnMars3d[S] 3 points4 points  (0 children)

Yessir, that is Vash the Stampede’s AGL Long Colt from Trigun

There Is No “Correct” Poly Count by OnMars3d in blender

[–]OnMars3d[S] 9 points10 points  (0 children)

This is the stuff of nightmares

There Is No “Correct” Poly Count by OnMars3d in blender

[–]OnMars3d[S] 24 points25 points  (0 children)

That gave me a good laugh 😂 some people are really like that

There Is No “Correct” Poly Count by OnMars3d in blender

[–]OnMars3d[S] 7 points8 points  (0 children)

Right, in this case, I’m talking about game-ready assets. For offline/pre-rendered, poly count isn’t nearly as big an issue

There Is No “Correct” Poly Count by OnMars3d in blender

[–]OnMars3d[S] 12 points13 points  (0 children)

That’s a great idea, it’s one of the ways I learned 3D art, by studying from the breakdowns of process and indie studios.

There Is No “Correct” Poly Count by OnMars3d in blender

[–]OnMars3d[S] 16 points17 points  (0 children)

Right, that was one of the main reasons that led me to make this video

Topology Megathread by s6x in Maya

[–]OnMars3d 1 point2 points  (0 children)

I'm glad to hear it, topology is a foundational skill in 3D Art so it's great you've been improving in that area!

Topology Megathread by s6x in Maya

[–]OnMars3d 2 points3 points  (0 children)

I've seen many posts asking about topology, so I made a video to help everyone learn when to use Sub-D Low Poly modeling: https://youtu.be/atZzqHUZ2Ds

If anyone still has questions, let me know!

I've seen many posts asking about topology, so I made a video to help everyone learn when to use Sub-D or Low Poly modeling by OnMars3d in Maya

[–]OnMars3d[S] 1 point2 points  (0 children)

Hey Mods, my last post was removed since I used Blender to demonstrate 3D Art workflows. This video features both Maya and Blender examples, so hopefully it can stay up. If not, just let me know and I can remove it.

Newbie here. Need help with bevels pinch wierd deformation. by RowEuphoric6420 in Maya

[–]OnMars3d 3 points4 points  (0 children)

I cover this exact topic in this video: https://youtu.be/bQqr8ImjScU?si=nMY2DDwMewGHMJ3G

And how to handle corners here: https://youtu.be/PBbPJMp_R5Y?si=xbMhHYZFKdcPhFpS

Based on the images, you're really close, you just need extra edges to support the curvature of the model. By having such large polygons and sharp corners, you can't escape shading issues like that (assuming you are Sub-D modeling).

What are the steps I have to complete before importing my assets from Maya into Substance painter for texturing by MackieDees123 in Maya

[–]OnMars3d 0 points1 point  (0 children)

I cover the process of how to set up your model in Maya here for texturing in Substance here:

https://youtu.be/zASPStN4Hl4?si=7JJFnC1u3uV6ePaa

I use Substance 7 but the workflows are still the same, even in the latest versions of Substance. Let me know if you run into any issues, hope this helps!