@SORENU Here's my trimsheet, but it's not yet finished. @squarebender I would say that the blockout is top notch, try going for with the chest or the statues. About the sharp thingies, I guess I'll have to smooth the edges a bit more and add a bit more supporting edge loops. I'll be going for the more generic "substance…
Any UV island you don't want to bake you can temporally move to a different UV tile (usually to the right, perhaps down or to the left if you're using UDIMs). You could do it permanently as well, but it might be slightly less efficient:…
Thanks. The comment on my characters. What is lacking about them? For game ready wireframes is it the polycount, edge flow, just asking for what I need to do to improve.
looks promising, it might be cool to have such edge damage on the edges of screws' drive recesses as well - where it could be damaged by screwdriver In general if object is not supposed to look heavily worn I'd try to keep edgwear rather subtle and non-uniform - just accents here and there rather than along whole edges,…
Here's Jed's Ultimate Guide to Smoothing a Mesh in Six Easy Steps in Blender 2.73 for Xnormal. Not for anyone in particular, just for posterity really. Step 1: Make your model and layout the UVs. This is the hard part. Here I've just got an ico sphere. Step 2: Select the model in object mode, or go into edit mode and…
Some of the needed edge cuts seems to be distibuted all over the model ? Maybe good for concepting but this may should be optimized (for example showing the 3 to 1 quad transition) especially when there are so many planar areas (then even triangles are no problem).. the hood seems to need some of that details (green).…
The problem with doublesmooh is, that you have only one way to determine the edges, by using geometry density i would suggest to use quadchamfer instead, it needs a tad of cleanup here and there and might be instable at times. but it gives you nice and clean supportloops, making sure all your edges on a materials are the…
hey there! sweet stuff so far. enjoying the anatomy a lot here, could be sharper/refined but love the direction on the hardsurface i guess its mostly detailled blockout. but i feel like its a bit too soft-ish for blizzard type of work. it has this rubbery feel to it, edge quality is all over the place, some areas are very…
Zoe drifted through the dark rift
between dimensions, in a place outside of the usual rules of time and
space. Sitting upon one of countless craggy 'islands' of rocky
debris, that floated about endlessly in a boundless black aether, she
let out a sigh. “Welp...I'm bored!” She mused to
herself. Sulking, she ventured…
Ooooh yeah more tool ideas!! On top of this awesome concept, something that would complement it very nicely would be the ability to select a certain 'rhythm' of edges along a loop (like : 1edge on, 2 edges off, 2 edges on, 1 edge off) and have the 'increase along loop' tool respect that rhythm for the rest of the…