I have a character modeling assignment and i chose Solaire from Dark Souls, my school is on strike right now so i cant ask my teachers for help with this, soooo im here, im just wondering if im doing this right
1. So here is what i have so far, the edge loops go all around but there are some parts where it doesn't look as smooth as i want it to, and you can kinda see the geometry there, so how would i fix something like this?
Here is the non smoothed mesh.
2. Should i be smoothing this in the first place, or is that creating too much geometry, should i use beveling instead? im shooting for a character that could be used in a video game.
3. Also there is this pattern going around the base of the helmet here, should i have started my base geometry around that or is there a better way of modeling that?
?
Replies
But in general, if you want to smooth the helmet, make sure that edge loops are spaced more evenly if you want to achieve more "round cylinder" look, right now its behaving as it should (on sides of the face you have edge loops that are neat each other and that is causing the edge sharpness).
2. If you want to bake down normal map info from hi poly to low poly then yes.
3. About the neck guard pattern, maybe you could have started from there but there is no explicit need, from what i see its a separate geometry so you can model it as a separate part and integrate it into the rest (or don't and just bake it into low poly along with other chunks)
Hope that helped, good job so far
Make Solaire, but make the Solaire we all deserve.
Praise the sun, brother!