I agree, the high poly probably does have sharp edges? They should be beveled so there is something a bit smoother to capture.Fabi_G said:Looks to me like the highpolys edges are sharp, no bevels of any sort, so no detail to bake anyways?
With curved edges, sometimes it`s an option to have more geometry at along the border closely matching the hp, collapsing edges in areas that are less-silhouette defining.
Understood. Here’s my attempt at it so far. I tried to keep it as procedural as possible. Hopefully it will inspire someone to find a simpler method, but it should be workable as is. Unfortunately, I’m a 3ds Max user, but I hope this provides some ideas on how to apply it in Blender.Justo said:It's based on a very stylized concept I cant share - it isn't meant to go for a realistic look for sure. I think the Target example that's provided gives an accurate idea of the goal here though. Just getting the general loop flow to be accurate would be enough, no need to start modeling things.
Late is still good for practice:D I think a lot of us seem to have found matching scale and ratio challenging, but you're off to a good start. It would be helpful to see a figure or two in there to see how objects relate in scale. Some of the objects on the floor would be helpful to see in the blockout too to help understand the depth in the scene - like the cable cover (if that's what it is?) near the front and the cables and even rectangles for the bits of paper leading inwards.Zein said:Hi , this is the first time for me here i think i am kinda latei picked up the first hardsurface environment , this is the block out i have hard time to achieve the same scale and ratio ,
poopipe said:Quake 3 took a hybrid approach with the torso, head and legs being separate skinned meshes.
quake and quake2 were just canned vertex animation iirc