Hello guys!
I'm creating a character based on the world of Final Fantasy XII (and tatics)
aaaaand I created this weapon for her:
This is somewhat how it's supposed to look like in the end haha
and this is the modeling part:
here I did all the base mesh in maya
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I defined all the creases and increased the polygon count to start putting some details using zbrush <working on it>
Replies
1. some very obvious pinching
2. looks like an edge is not running correctly
3. I´d make the round part round (adjust the support edges)
4. Is it only a shadow or a smoothing error?
5. borders look very shap but not the inner part of the same part
6. some pinching
Anyway, looks fun and will look good with textures : )
I actually don't care much about the pinches at this point, because the high poly version will just be used to bake a normal map on the lower poly mesh, and I'll edit the map to remove them
Nope, I'm planning to do all the texture in PBR, so it won't be high poly enough to see the pinches
And PBR has nothing to do with the polycount ; )
I know PBR has nothing to do with the polycount, I meant that I would not render the highpoly version
Don´t get me wrong. Just do as you like and have fun : )
1. It's a bandage that covers up the problem, but doesn't fix the underlying issues.
2. It's a waste of time, learn how to properly model/bake, and you wont ever have to waste time painting out errors.
3. It's not accurate or clean, normal maps aren't like a simple height map, there's vertex normals and tangents that influence how a normal map works, and you can't account for that by hand.