All shading issues could be fixed with explicit vertex normals. By projecting them from hi res mesh and face weighting . Sometimes hard edge could be an easy solution indeed. But since hard edges double vertex count in many cases, including this one IMO, it's possible to just have not 90 deg face bend but rather 60deg and…
Hey everyone, I’ve started working on a new practice prop. Its a chemical/paint waste disposal bin. I found this one and thought it would be a great study piece because it has a lot of subtle form changes, surface damage, and material storytelling. My goal with this project is to: * Keep as much real-world detail as…
Agree on the grass and would include a lot of the edges where buildings/objects meet the pavement or ground. Managing transitions helps a whole lot in selling an environment. Some grime decals or vertex painting in those areas will help tie everything together and add interest. Having some texture transitions around your…
Found it, https://www.artstation.com/artwork/PmEB41 This is by Polycount member @Emalphi who might shed some light on how this was made. I think the grip is just a planar projection, the edge strip was then detached and UV'd separately into a rectilinear strip. Then the UVs for the handle and grip are not welded, that's…
Do you mean apply symmetry, and collapse the stack to make it one object? e.g. on the handle and body Sorry I meant symmetry, I know they are not interchangeable my apologies. Part of the reason I was hesitant to remove the loops around the grips is because my first pass at the low poly body was so low on tri count you…
Wires and UV layout Note: This light post is also included in the UV layout (purple). It's also packed a little tighter than I normally would, but the scene its for we're not concerned about mip-map edge bleeding. Jason: I even broke apart the object and randomly colored the wires, now that's love! OC: Cool, I'm glad it…
The water is a nice addition, but it does seem too pure for a dungeon. Try adding a brownish semi-transparent texture, You can also increase the transparency near the edges to give a feeling of increasing depth towards the center. The edges also seem fairly regular, although that might just be an optical illusion. There…
is it better than in 2023 version I am still too lazy to update? Mostly because I prefer Blender. When I tried last time it looked same as quad remesher in zbrush , Incapable to do proper topology on something like a sword catting edge and doing still sort of mid res topology on organic forms before getting too much off?
Hello everyone! My name is David, I am an avid Blender user and a soon-to-be Games Design student. I have done a series of tests to see what is the easiest way to set up smoothing in Blender and how to correctly export that smoothing information in FBX format for later use in Unreal Engine 4. I would like to share the…
@stahlwart Well done! One small suggestion—some edges could use a bit of edge highlights to enhance the sense of depth. Especially on the inside of the telescope cap, where the shadows seem to blend together a bit.