Started to work on it again, got nice updates on UV unfolding (took me craaazy long time, should really have get these first rough UV before modelling the details and duplicating..) Next BIG step is the trim sheet and finally finishing these lamps and dead bodies! Also id some quick texturing on the weapons for the dead space marines on the ground and also one of the two statues:
I would really appreciate hash critiques on the environment composition and lighting!
View from the choir: You can still see the default cube of first person example map of UE, i like to keep the FPS prefab working to walk around in my scene and have fun, i even changed the gun to a bolter Anything is good to keep having fun on that project!
Done with this fan art of Sam, a character from the amazing comic book Death Vigil by Stjepan Šejić.
If you don't know the comic do yourself a favour and read it! It's awesome! Check out more pictures here : https://www.artstation.com/artwork/oAJmQW
@sandrokaza There's a couple of detailed write-ups for similar shapes on the previous page of this thread. The basic idea is to use the existing geometry as support loops by placing the intersecting geometry between the existing edge segments on the cylinder walls.
There's more than one way to approach modeling this so the order of operations and mesh density can vary but here's an example of one approach:
Select the faces that outline the shape and inset to create a support loop.
Delete any unnecessary geometry.
Add additional support loops.
Solidify the shape and add additional support loops.
Here's an additional example that uses the same shapes and a similar extrusion process to create a pocket.
@kuronekoshiii It depends on what the rest of the shape looks like but one approach would be to add support loops above and below the shape transition then add a loop around the inside perimeter of the flat area. The corner topology is well supported and can be resolved with triangles or n-gons since any smoothing artifacts would be relatively minor.
Alternately: if the goal is to avoid manually editing support loops that are generated by a chamfer / bevel modifier then it's likely the underlying geometry will need to be adjusted or simplified to provide space for the support loops.
It all comes down to balancing accuracy and efficiency. Preserving sharp corner details sometimes requires manual adjustments and simplifying the mesh or adjusting the shapes so the chamfer / bevel modifier works correctly can require deviating slightly from the actual shapes.
Here's an example of what it looks like if each support loop is added independently.
It's also possible to add these support loops in a single chamfer / bevel operation and just clean up the mess in the corner. Here's an example of what that process looks like:
Did another of those hairstyles - texture reused from the one before. Will look into changing that at some point.
Oh and this is what I'm working with - the CVs for everything minus the hair cap. Might look a little intense but it's a million times easier than tweaking polygons to me.
So I have retopoed the head parts and test baked them and got them in to Unreal. I also made a basic skin shader, got her eye in and a preliminary hair. So all my pipeline work is more or less done now.
What is next is to retopo the rest of the body and clothes, Unwrap and bake it, create a proper cloth shader, and then go over all the textures, and refine her hair.
So, today I bake the light for my project. I am really happy that I finally end it! it was really complex, with a lot of props, but I did it. But I am glad that I choose this apartment because it studied me a lot. Some pre-final screenshots for you! The next post will be with final renders