This project was created mainly to practice making trimsheets as well as creating something that looks nice and inspires me , after a lot of research my pick was Jaipur city palace door , i wanted to make only 1 trimsheet that includes as many details as possible to see what i can build with it , i started modeling the door and once i planned the Uv area it would take half of the texture was empty so i kept adding more assets till it was filled that include the door frame and these marble decorations on the side as well as the floor, I am glad i was able to achieve this result for first try but still there is always a room to improve , hope you like it & Critiques are always welcome .
Hey, I'm not taking part myself as I'm busy with another project but I like the HS prop and figured I might share my thoughts on in with others. As the concept seems very basic and has a lot of blank spaces it looks like a nice opportunity to approach it in creative way and build one's own ideas on top. I'd try adding some elements that would follow the function of the device - conisder foldable legs within black bottom part (might be interesting if they overlap the middle section), a handle for picking it up(it could be a reccess not to change silhouette), control panels, plugs, diodes etc. Look up pictures of how similiar devices are used to better understand what placement of elements would be convenient Hope this helps
@Arahnoid if you're using blender I'd suggest to try using modifiers for non destructive modelling in such cases, you just need bevel controlled by weight that you can adjust per edge and weighted normals so that you can keep your editable wireframe simple
Cool stuff! although the mechanism seems to me to be overly intrusive as you need to lift the whole lightsource to reach buttons, a practical solution that comes to mind would be foldable screens in cameras
Taking a look at the lowpoly, I'd say with beveled edges and the resulting mesh shading, hard edges become redundant. While hard edges need UV splits (when baking a normal map), not every edge along a UV split needs to be shaded hard. I would use use hard edges deliberately in places where it meaningfully removes gradients from mesh shading, like steep angles.
Then, I recommend straightening the UV islands to not have aliasing artifacts along seams. When not using hard edges, you can have fewer seams in areas where they're less noticeable.
I also think that texel density is too low here. To address that, you could A - increase texture resolution B - texture by mapping UVs to an trim atlas C - assemble the crate from a couple detailed board modules or perhaps it's a combination of those options. And likely there's more
Long time no update, feels like work has taken over my life
Alternative Outfit Ideas
'Humungus'
Pyro
Style
Something in the direction of 'Mad World' - black and white even?!
Or hand-painted diffuse, like Quake skins?
Minimal Progress
Since last update, I tweaked the model some. Tried different poses to get better result with the humanoid/anim retarget of Unity. I now use a T-Pose with mostly straightened limbs. With the A-Pose, some rotations were slightly off. I created hand poses to blend on top. Perhaps it would be best to create a custom pose in the end. I'll see.
Also, I started painting a greyscale texture to use in the shader. I need to check here that it works at various distances. In regards to readability, hatching (if used, might go more bold) might be something to do in the shader and the line weights should be consistent in the end.